Sunteți pe pagina 1din 55

COMPLETE FANTASY ADVENTURE GAME INSIDE!

"r.

The

Troll

assault the

clans and their

Human

weakened kingdoms

to gain their final

of the

domination

allies

Dark Elves

over...

&.

A History of the Troll/Elf War

Power Points of Albion *

11

S4.00

THE MAGAZINE
MAGA7INF OF SCIENCE.
SCIFNCF FICTION
FICTION. AND FANTASY
FANTA15V ADVENTURE
AOVFNTIIRF GAMING

Solitaire Gaming*

McDowell's Mordred in CHICHEVACHE


Critiques of Star Patrol * Arms Law and Spell Law
Ian

Review of the film Heavy Metal

IMMERSE
The Role-Playing Game of the Future

Become

the master of vour destinv as you journey amid the

stars in search of wealth, glorv.


and triumphs of adventures on
Iront the

and wisdom Share the


unknown worlds, boldly

dangers of deep space, and revel

quests attained

in the glittering

in

trials

con-

the satisfaction of

cosmos of Universe. Designed

as the definitive game of a whole new generation of characteraction adventure products, Universe contains a * 64-page
Gamesmaster Guide, * 32-page Adventure Guide. 16-page

Space Combat System, * 22"x34" four-color inter17"x22" tactical display. 200 tactical playing
and two 20-sided Gamesoence high impact dice.

Tactical

stellar display,

pieces,

Complete boxed set: $20.00


BaSIC Set IN PLASTIC ENVELOPE $10.00
(parts of basic set inofcated

by *

Gamosmostor Guide

Now available at your local retailer!


Universe Gamesmaster

Screen Pack
*

1l"x44" four-color screen with major charts and


gamesmaster's use.

tables lor the

96-page booklet of blank Star System, World and

Environ logs.

GM Screen Pack inphshc envelope- $8.00

Coming soon:

Universe Adventure #1 First Contacts

November U

Nr. 11.

Ass

THEMAGAZINEOF
SCIENCE FICTION

AND FANTASY
ADVENTURE GAMING

Albion: Land of Faerie

DAVIOJ RITCHIE
REOMONDA SIMOSStN
.

NlCKKARP

Redmond A Simonsen
Michael E Moore
Robot J Ryer
Manfred F Milkuhn
Jorin Bonarra". Jom
Buncrlmo,
Gr*o Coi;*var trie Goldboa- B'ad E Wtw. ChnelopHer John.
PCtp. Gerry Kkig. Sieve Ln. 0*l J Sffow. Btw* St*"*-..
SilMfi SFWrtfU. (it Snill OAAPWIC HODUCTKHT t*0 0.
St
ABO WHOUIUI Jo", GKhonnouM (mQil.
Intel Crmnm. Can't" FwJer. H<MnJMom. *a lorBorOs. Ton>
Ann SnevrK* STOATfOIC
M- Hrmn Imgi I. :!-,

GOniknuiimo lono*!'

HI

"

HUUIM

Men*.. Ma*
i~.j
CMn-ir

homs
IW*WM dam MOCfSMM

I.

'MKi. B'(in3a trwtrjn. IVfi).

MmdBton Juom Co* hn*mc Bmotcb u

/.

DAVIOJ RiTCMIE

Chfchevache

IAN McDOWFi I

to

DIANA L.PAXSON

You Against the System GREGCOSTIKVAN

17

of Albion

Wq.

MUSE

REDMONDA SIMONSEN

SCIENCE FOR
SCIENCE FICTION

JOHN BOAHOMAN. Ph.D.

20

SUSAN SHWAHT2. Ph.D.

CHRISTOPHER JOHN

72

SCHOW
GREGCOSHKYAN

23

GAMES

FRICG010BERG&
IAN CHAD WICK

25

DRAOONNOTES
DESIGNER'S NOTES

GbHH'.

FACTS FOR FANTASY


Fill*

a TELEVISION

MEDIA

OAVIOJ

BOOKS

FEEDBACK
l

Looking Ahead to Next Time


Ares

nr.

12 will feature Star Trader, a


game of interstellar trade, diduplicity in which entrepre-

muiti-player

Muse;
A number ol inteesiing evenis are
transpiring in SPI'ssf/t line ol games. As we

economics of

mentioned

interstellar trade; Mi addi-

be more reviews. Science


Science Fiction, Facts for Fantasy and

last Muse, DragonQuesi won the


Best Role-Playing Rulesaward at Origins this

much more.

year. DragonQuesi is also benefitting from its


brisk sales which have justified the publica-

Whan

tion of a true

to Expect Nr. 12

Domestic Subscribers: If you have not fecerved your copy of Ans 12 by 12 February 1982. notrfy our Customer Service Department. Please include your Customer
Code and issue of expiration, both of
which should be found on this issue's
mailing label, just above your name. Foreign Subscribers- Add eight weeks to the
above date to allow for the tardigradous

pace of international mail.

On

ho Cover

The SkJh from Albion Land of Faerie as


portrayed by Timothy Truman, based on a
concept by Redmond A Simonsen
.

Second Edition The combat


system has been streamlined and Ihe rules
have had alt the kinks knocked out end been
refor matted into one hardcover volumrji
We're also licensing a number of other publishers to produce DragonQuesi material of
various types to provide a broad range of
support 'c Ihe system. Role-playing games
are a lot fake computers the supplements
and adventures are analgous to the software
"
that runs on the role-playing "system

And

speaking of computers, SPl

20

i_r,

STAFF

34

JOHN H. 8UTTERFIELD

31

.WIM. V. H

We

neurs try to corner (he markets of exotic


goods, and sabotage their opposition.
Background material wiU examine the
tion, there will

Y.\

We'll foltow with an Atari version and (if it


can be done) a TRS-flO version.
may
have to completely rewrite the TPS-80 version because of the wide differences be-

plomacy and

for

ima/.l.

IW

History of the
Third Fomoftan War

Tha Power Points

8"dhWd
Hbhoj. Vmta
Paul

Morarnad
Morwrwd. Oonpgh N*e> B"il-. Hoc WAMHOUU: 5-**
SflWI. Jl l("Qri MANU*ACTUING, 1'">t<> I "tajgdimyl. BfUin
Wall BM
MMVICt: K-Jtrri tflnnyicc lmo>l, Lvnr* I
Pt-lmm MCEPTIONIITB Do-tic" Avwy. Mtcnaot GeorQe
CI.-V

r--.

is at

long last about to make its entry into computer gaming. Wreck ol the Pandora win be
our first computerized game (and it's even
better than ihe well-liked paper version!)
The game runs on 48k Apple II Disk systems.

tween the graphics capabilities of the two


systems. We intend to follow Wreck with
Vbyoge o< ihe Pandora and lo make the iwo
programs compatible Morene.lissuel

- Redmond

Sri

257 Park Avenue South.

New York;, NY 100VJ-7386


12121673 4103

m a

(aft

SPl is a member of the Hobby Industry of


America. The Adventure Games Division ol
tha HIA, and ma Game Manufacturer!
Association.

ostw sad 10 be stranger than fantasy and such


T'buih
discussing the now semi- legendary
Dortainly 'he case

Is

is

in

Sidh. In

our day. they have been diminished

in

memory

the High Elves of Albion and Erin are remembered unclearand oven the names of their foes have become twistthe tailing. Thus, such fearsome enemies of Faerie as Bogan Redcap. Barguest the Dwarf and Dobie the Server are now
remembered not as individuals, but as generic terms for particular types of bogie or diminutive fairy. Similarly, the good
until
ry, if

ed

at all,

in

Prince Ednc

who

led Albion to victory at

Ceer Ganmorgan

is

to the simple folk o* rural England as Wild Ednc. master


of the Wild Hunt. In this guise, he Is often confused, even by
historians and lore-masters, with the wholly mythical Odin. Alas.
The memory o' man is short and the flame of Faerie burned low

known

when mankind was


truth of Faerie's

in its infancy. Utile

waning has become

wonder then

that the

lost in the twfeted skein of

aware
known to myth as the Sidh (pronounced Shoe) did, in fact, once walk the verdant shores
of England and Ireland.
Space limitations do not permit a detailed discussion of
the origins of the Erven Kingdoms and their history, but a brief
outline for the uninitiated will, perhaps, be forgiven by those
more familiar with the history of the fair isles. The origins of the
folk

myth and

that only a handful of scholars are today

that a race of immortals

Sidh in Albion are lost in the mists of time. Certain it is that


they had long been established in the coastal areas when Allantis and Mu sank beneath the sees, and it is from the time of that
cataclysm that the phenomenal growth of Faerie in Albion may
be (raced. By the lime of the sixth millenKim BC {according to
human reckoning), a High King ruled in Forador and his lands
included all of Albion and Erin as well as some of the lands to
the south. This was the Old Kingdom.
The fait of the Old Kingdom and the period of the Interregnum are not a necessary part of the background ol our story
and so we will pass on with merely a mention of the fact that
this was the Golden Age of Faetie and that much of the power
which rema>ed in Albion and Erin in the days of Auberon was
a result of enchantments laid by the old kings. Having fallen into evil and destroyed themselves thereby, the old kings passed

Y/l

on. They were followed by a new line of kings, the first of


which was Silfax Bocassian who was crowned in the Year One
<ca. 3090 BCI of the New Kingdom. Though the New Kingdom
had long fallen and been replaced by the Second Interregnum
all dates will, according to Elvish
Now Calender established by Silfax.
not known when the evil first entered the New Kingdom. Probably, it lived on after the destruction of the Old
Kingdom and bided its lime ere it blossomed at the most advantageous moment In any event, midway through the years of
the New Kingdom, the old evil reappeared in a new guise. As

at the time of our story,

custom, follow the


It Is

ever, its

fresh

promise was power undreamed

o'.

But

its

^*%
WTvn\**%

*W^ mend

The Fomorian War*


-*t-- had been lefi in peace to heal itself and
the broken vessel of its power, all would have been
t

well and Elves would yet rule in Faene. Such was not to
be the case. For upon the heels of civil strife walked the Years
of the Terror. When and how the Formoriens first arrived from
across the seas, no scroll records They came into a weakened
and broken land, bringing fire and the sword after the manner
of their kind. Huge, coarse men of thirty and forty stone (equal
to 600-300 pounds in Mundane measurements!, they made
waste that which remained fair and it was forty years before lha
Elves could clear even a part of their land and begin to rebuild In
safety. At the end of this, the First Fomorlan War, all of Erin and
the north of Albion were under the yoke of the Trolls. Ol what
remained, the entire southern coast was depopulated and a

a^tefaiyeflhe

Third Fomorian^ar

1/ The Last Struggle and Decline of the Sidh

&

form was

and fair.

Ghosidancers, they called themselves... those who adhered


to the cult. At first it was a way to honor the dead, to raise their
spirits and speak with them. Bui. then, the evil crept in and,
soon, the Ghostdance became an obscene ritual wherein victims were first robbed of their lives by torture and then their
wraiths were raised by means ol the same power in order to do
service to their murderers. First one, then another of the subkings of Faerie were seduced by the cult. By the time the High
King issued the Order ot Suppression and Exorcism which
outlawed the Ghostdancers. il was too late. Half of the eight
subkings were in thrall and the King's Writ could only be served
by civil war. So the troth was broken and there followed the terrible time of the Kingsleying. Of that century of strife, little need
be sa-d Every school child has seen the broken towers and toppled ernes that were its legacy. When the forces of the High
King were finally victorious, most of the land was in ruins and
much of the ancient power had been expended.

by David

J.

in

Albion

Rilchie

ILLUSTRATIONS BY

TIMOTHY TRUMAN

AM

TV
/

agmc

hundred years was noi

Sufficient to repair the

damage

to the

rest. The High King and hts line were become regional rulers
coequal with the King of Gwynedd who was the only subkmg
to still hold his land.
Salvation came in the form of the Gnomes. Fleeing the
continent before the growing menace of Mundania, they arrived
m Albion as penitents end were given all of the land of Curwvl-

Lan (present (lay Cornwall) in

which to dwell. This in exchange


promise to aid Faerie in its time of need. That time was
not long in coming. For, in the year 2340 the Confederation of
the North was formed and. in the following year, ten thousand
Trolls swept into Albion The struggle continued for nine years,
but at ns end. the Elvos wore aWe. with the assistance of the
Gnomes, to force the invader back into his mountain fastness
and reclaim the eastern kingdoms of Erin To insure that the
peace they had forced on the Fomonans would not be lightly
broken, the Elves then cast their last great enchantment: Oermot's Dyke, a magical barrier of false trails and deadly bogs and
traps some three leagues deep along the northern border In the
south, they built the enchanted castle of Cae Arklow to block
the main land route between Faere and the shores of ihe Weald
which were being settled by hordes of Mundanes armed with
cc*d iron and hungry for the (and of the Elves.
With the end of the Second Fomorian War. comparative
peace reigned in Faene for the next three hundred and fifty
years The flow of Mundane invaders continued and the Fomorans made common cause with them against the lords of
Albion Border raids were common. Occasional sea raids made
kfe in the coasttands sometimes uncertain as well But Faerie
saw no new strife and much of its former power was recovered
Ithowgh only a tithe of what was possessed by the old kingsl
Then,
the waning years of the 27th Century, war came
again to Faene.
for their

Aubaron'a Journey
iibo* rut shom was High King of Albion in the year 2679.
ursed from birth with diminutive staturti. Auberon's
amorous and other adventures ha
n recounted in
somewhat twisted lorm in a hundred folktales > n which that
small stature is blamed for Auberon's need to excel. Whatever
the truth of the matter, Auberon departed Albion m Samam of
2679 with five great sailing ships and a hundred of the flower of
Faerie noMity. He was going, he said, in search of the mythic
land of Jotunhoim He would be gone a year at most. With him

among others, a distant cousin, Ogme IChampion of


and Auberon's Court Magician. Corin the Shape.
In Gitain ol 2680. Imnc Troll-Lord, the head of the Confederation of the North, learned of Auberon's sailing.
a fortnight. Imric had sent forth messengers to all of his allies, both
Troll and Mundane, announcing Auberon's departure and his
own miennon to take advantage of the king's absence to begin
Ihe war of retribution so long planned by the Trolls. On the Ides
of Solvis. imnc 's clansmen joined him at his capital of Broch
Maben for what was to be the last Weapontake of Moray Clan
Moray, supported by Ochil and Clan Cumrock. marched
on Albion five days later
iravelled.

Leinster)

Wuhm

While the Trolls of the North were mustering their strength,


were not idle. Along the northern border,
the Blue Men (believed to be the forebears of the Pictsl also
gathered On 27 Solvis. the Mundane King, Ainsel of East
march, arrived with his army of Mundanes at Kirkconnel, the
ancestral broch ol Clan Gogma, and joined forces with several
hundred Trolls under Magog the Cruel, marching west into
Faerie ten days later. On 3 Beltane. Wespontakes were held at
both Broch Wyvis in Connaughi and Broch Ennis in Munster
By 7 Beltane, the wardens had lit the signal fires atop Havenglass to alert Albion that war was hurrying toward ihe border
Prince Etidor occupied the High Throne in his father's
absence and the warning signals from the north reached him at
Ceer Ganmorgan on the night of 8 Beltane. The next day. Elidor
ordered the muster of his household troops and sent messengers abroad bearing red arrows, the traditional war symbol of
Albion. These were dispatched to Gwynedd, Curwyllan, Leinstcr. and Ulster Other messages were also dispatched, warning
Elide s captains of the danger upon them and grving instructions for the ordering of the kingdom. By sunrise on 10 Beltane,
Imric's other forces

was marching northwards to meet the threat Two days


an exhausted messenger reached Arwan, King of
Elidor, and by morning of the
13th, Arwan was marching to join the Prince at Pavenglass.
Neither would see his hearthstead again.
Imric Troll-Lord entered Dermot's Dyke on 14 Beltane and
was unable to extricate himself and his army from its enchant
ments until the morning of 18 Beltane. At that lime, the forces
of Clan Moray and Clan Cumrock took the Westroad south,
ravaging as they came. To the east, the Blue Men under their
king, Maclver, and the warriors of Clan Ochil under Glastyn
Bearkiller were hold up crossing the dyke until 20 Beltane. They
were to play no part m the groat events of the ensuing days.
Elidor
later,

Gwynedd with a summons from

Disaster at Ravenglass

mbics ha* of the Battle of Ravenglass has often been studied


with approval by military historians, some of whom have
made comparisons between it and Hannibal's famous double

envelopment at Cannae. Whether, m feci, the massacre ai


Pavenglass was a result of cunning strategy or simply the vagaries of chance will never be known. The facts of the matter are
clear, however Elidor, having joined feces with Arwan south of
Orme's Gate, marched up the Westroad almost to the slopes of
Ravenglass itself and was there met by several companies of
Clan Moray who put up a brief but stout resistance before fleeing up the road Lured on by his flight. Elidor moved upon the
not yet arrayed forces of Moray and Cumrock. deploying from
the march and attacking Imric's center The foolhardmess of ihe
prince's action may be |udged from the fact that the combined
forces of Elidor and Arwan numbered about I9X. whereas imric
mustered fully 3000 hardy Trots.
Nevertheless, though at first repulsed, Elidor's forces soon
Inve a wedge almost entirely through Imric's center
and the day seemed to shine on the arms of Faerie. However,
Imric's smell reserve, consisting of a bare 200 warriors of Ochil
detached by Glastyn under his second-in-command. Bogan
Redcap, was still uncommitted and these were used to stiffen
Ihe center while ihe iwo wings of the Troll army gradually lapped and finally enclosed the forces of Elidor and Arwan When

ih two Hanks mat. Imric released his last and greatest reserve.
the fearsome Worm of Mouse Stow. Striking terror into the
hearts ol the Elves, the Wo* on that day amply earned the
wealth promised by Imric as an inducement to join the war
against Albion. So great was its effect that stout warriors dropped their weapons and ran panic-stricken at the mere rumor of
its coming. By this lime, however, there was nowhere to run.
The army of Faerie was surrounded
Few escaped the carnage of that field and so little a known
of the final hours of Faerie's host, but the names of the victors
were long remembered among the Formonans. especially
Bogan who is said to have hewn Ebdor in single combat and the
terrible Bunk of Moray who broke the Shietdwall of Gwynedd as
the westering sun sank below Ravenglass. By the day's end.
1500 of the greatest army of Faerie had perished and the war
was but a fort night old.

sack of Sefcies' flade on 2 Hoorn was a severe blow, the move


into Gwynedd allowed Edric and a portion of the garrison ol
Caer Arklow to escape to Caer Ganmorgan where they were
informed of the events Surrounding Elidor's death at
Ravenglass. Mustering what strength he could. Edric
immediately marched north to attempt to fight a delaying action
against imric. who he supposed to be marching into the heart

Alton Atom

Magog. The Army of Cormac, having fled before a comparatively small force under Midmhirs sister. Branwen. were once
again occupied with the siege of Caer Arklow Across the sea.
the Trolls of Munster, after putting Comborknowe to the torch,
had letl Leinster by 23 Beltane and on 13 Hoorn. their purpose
accomplished by drawing off Lemster's strengin to the south,
they joined with Connan and the Trolls of Connaught. The next
day. the combined armies of Munster and Connaught crossed
into Ulster and began their march on Caer Knockma. Sixteen
leagues from the Faerie blocking position at Garrvknowo.
Glastyn and Clan Ochil were at this time engaged in an orgy of
looting and rapine after having received the Surrender on terms
of the fortress of Caer Menador and then having violated the
terms, slaughtering the garrison. In the Weald, a second
s caught carrying another Red Arrow to Erskin.

ol Faerio On 14 Hoom. Edric arrived at Garrvknowe where he


was jc-ned by Dagda and Finvarra and the remainder of their
forces and by Midinhi' who had been crowned King of
Gwynedd upon his brother's death. As they feverishly worked
to prepare defenses that would allow them to halt Imnc, the
Fomorian leader remained encamped on the field of Ravenglass.
recovering from the battle and puzzling over the enemy raid
which had boon halted by a narrow margin.
In the fortress of Brugh Melton, CoHeran was besieged by

hi ox c* HwrnciAss saw momentous events oca, ring elsewhere In both Albion and Erin. Along the eastern marches,
vtagog and Ainsel were in the process of driving off the
border guards of Albion and commencing their march on Brugh
Melton In Erin. Dagda and Fmvarra were both receiving the
Hed Arrow and making plans to come to the aid of Eiidor even
as the Trolls of Munster were crossing into Dagda's realm. And.
at Caer Arklow. Cormac Sweetongue was laying siege to a large
foroe led by Elidor's brother. Edric, now heir to his deed
brother's power. On a lonely stretch of road between Albion and
Curwyllan. the invaders had caught a messenger and Cormac
had commanded that he be impaled before the walls of Caer
Arklow so as to daunt the defenders. Suspended from a cord
about the dead messenger's throat was the Bed Arrow that he
was to have delivered to Erskin of Curwyllan. The Gnomes
would not be coming 10 the aid of Albion.
It was seven days before Dagda and Finvarra wore aWe to
agree upon and implement a plan of action to succor Albion.
And that plan was most desperate. Though aware that by stripping their own kingdoms of men. they were probably condemning both Ulster and Leinster to destruction at the hands of the
Trote of Connaught and Munster. both Kings were of a mind
that il Albion foil their own kingdoms would soon follow. It was
decided, accordingly, that the fleet ol Ulster and the fleet of
Gwynedd (which had been sent by Arwan's brother to assist in
bringing troops from Erin) would sail fully laden, not to Albion,
but into the North, there to lay waste the land of Imric in hopes
of drawing off the strength o' Moray. Leaving behind only a

portion of their armies, the

two

kings sailed

The Coming of tho Gnomes


MKMao

un
by his scouts of the movement of Co<s army. Erskin Deepdelver sent forth messengers of
i to his subjects and began the laborious process
ol gathering his own army Other messengers he sent into
Albion to mlorm the prince at Caer Arklow of Cormac's movements. Those messengers found that Cormac's hosi had crossed
mto Albion and were besieging Caer Arklow. Among the tokens
they brought to their leader as proof was the Red Arrow which
they had removed from about the neck of its bearer beneath the
walls of the besieged citadel. The Weepontake at Blackdown
Delving was completed by 20 Hoorn and the King of tho
Gnomish Hearths lead marched to the aid of Albion on the 72nd
The army of Cormac met that of Erskin before Caor Arklow
on the 15th of Arlith and was completely crushed alter a day
long battle marked by many deeds ol valor, including the charge
ol the Bodmin Companies undor their leader, Trumpin Halfhand.
who perished n the lighting. Cormac, however, escaped along
with his right-hand captain. Dando. and Irion personal escorts.
Retreating to Cormac's capital at Dun Mendip. tho two attempted
unsuccessfully to raise a new fighting force, but were quickly
forced to lie again as Erskin's army sacked both Dun Mendip

on 26 Beltane with

GOO warriors

in half a dozen sailing ships.


Hearing of ihetr sailing. Imric at once turned aside from his
march and detached several hundred troops under his best
naval captain. Gairloch the Swimmer, and these sailed to intercept the Faerie fleet while Imric pondered how much strength

ho could spare to defend his realm if Gairloch should tail In


the event. Imric's captain did not fall him. Though severely
wounded. Gairtoch managed with aid of the wizard. Bargvest.
to defeat Finvarra at the Battle of the Minches, sinking throe
ships for the loss of two and causing the Faerie leaders to break

and sail to Emlyn Brugh.


Unaware of events in the north. Cormac Quickly lilted his
siege of Caer Arklow and marched into Gwynedd which his
scouts reported to be only lightly defended. Though Cormac's

off their raid

\
S

and Yeowen's Martet on 24 Arlith. The pursuit continued,


hough, and after an unsuccessful stand at Hoddenhill. Dando
was finally brought to bay at Dun Hammel on 16 Gobrs At (hat
point. Erskin was forced to break off his pursuit and march to
ttw aid of Edric at Caer Ganmorgan, but he returned after that
decisive battle to settle accounts with Cormac. capturing and
killing him at Maidenhead on 28 Samain
The coming of the Gnomes presaged even greater events m
the east of Albion where Magog and Ainset had dropped their
siege o' Brugh Melton on 5 Arlith upon hearing that Erskin had
crossed into Albion Marching to join Cormac. the combined
armies ol the Eastmarch were lollowod and attacked at Denby
Plinth on 11 Arlith by CoUeran. Though they won at Denbv
Plinth and forced Colleran's retiremeni back into Brugh Melton,
news of the debacle at Caer Arklow sent Magog and Ainsei
fleeing eastward. Stopping long enough to sack Caer Btoilachan. their army skirted Colleran's forces and marched north
to join Imric's army before Caer Ganmorgan. Again CoUeran
attempted to hah their movements, this time aided by a small
detachment Of Gnomes under Spriggan Howevc*. after an
indecisive skirmish at Fir Chlis. the army of the Eastmarch made
i

their

Th March to Car Ganmorgan

J^l hmu fowwro

that his roar was secure. Imric resumed his


1 Arhth
Though halted before Garryknowe. he
lo execute a brilliant turning movement which
forced the abandonment of its outer works and, with the aid of
Glastyn's army fresh from the sack of Caer Menador. pushed
Ed'ic southwest toward Gwynedd and away from the main road
to the caoiial of Albion at Caer Ganmorgan
With the holding action at Garryknowe, Edric comes into
his own and the next four fortnights are spent by Imric attempting to both bnng the young prince to bay and detach a strong
enough force to move successfully inio the heart ol Albion. By
17 Gobis.
find Imric commanding the presence before Caer
Ganmorgan of all forces which can make the march (including
Magog and Amsel's combined army fresh from the sack of Caer
Brollachanl. His own army, having torched Emryn Brugh Iwhere
Gairloch destroyed the remnants of the Faerie fleet), now
marched southeast out ol Gwynedd. driving Fdric before it.
By 9 Kiihm, Imric had closed up Ednc inside Caer Ganmorgan and. aided by Magog, was in the process of preparing his
assault against the fortress But Erekin's army was, by dint of
heavy marching, approaching from the south and a new factor
had entered the affairs ol the Troll leader For Auberon. himself.
was returned! Having met Gairloch and deleatod him at the Battle of the Jotun Sea at the end of Gobis. the King landed below
F Dot ng on 5 Kithin and soon joined forces with the three
Ancients - Dunatis, Misha and Gerftax
all of
had by
that time abandoned their traditional role of advisers and determined to actively join
the final defense of Faerie. Thus, two
powerful forces were turning their steps toward the ok) of Edric,
and which was in fact greater none can say.
Edric sallied from Gaer Ganmorgan on the morn of 12
Kithin, surprising Imric's pickets and nearly succeeding in attaining his ob|ective of breaking free to join the army of Gnomes
which he knew to be near. But nearness is not success and
Imric was able to defeat the sally alter two hours hard fighting
Edric was about to order a general retirement to within the walls

MaVmwchon
tfaV

managed

we

Trolls, though they be savage, were never craven, and


Imric still had ho reserve intact Included in the reserve was his
Veieran Guard under Bunk Ellbanc. a captain worth an army in
himself. This force Imric committed on his right, and so fearsome was the result that the "Charge of the Veteran Guard" is
remembered still in a Gnomish ballad of Cornwall. Erskin barely
saved the day by killing Bunk, but not before Burik had slain
Erekin's great captain, Spriggan the Warder. With the death of
Rurik, the impetus of the Fomorian charge was lost and agarn
Curwyllan advanced.

STha

Grant

Worm

m the form of iheworm of


Stour which had done great execution at Ravenglass and Garryknowe Loosed upon the field, the Worm
spawned fear in the Gnomes and they drew back until a great
cry on the left of the Fomorian battle line drew the Worm's
attention elswhere. They were a bare hundred who caused the
uproar on the left, but there were names amongst that hundred
that were worth a thousand: Auberon. King of Albion; Ogme
Ironfist, the Champion of Lemster. Corin the Shaper, greatest of
his age said some: and the three gray men who marched beside
the King no less than these others - Misha, Gertiax and
Dunatis. the keepers ol Ihe knowledge ol the ok) kings who
mi. "!: ii'aiwd a ttv[

Mouse

escape to the north.

of the fortress when the long-awaited sound ol pipes broke


through the din of battle, announcing the presence of Erskin on
the held. Singing the traditional battle song of theu kind. "Nae.
Di Ma Mes Wi Curwyllan. they hurled themselves onto Imric's
nght flank, beating with hammer and a*o until a quarter of the
army seemed to be in flight from then fury Seeing that his time
had come, Ednc ordered a renewed assault by his own forces
against the center which also proceeded to crack.

whom

men

calked the Ancients. They came bringing blue lightning and


their bodies were pure white flame. The army of Imric scattered
before them.
Then it was that the Worm knew fear and hate. Fear of the
fire that burns hotter than any dragon's flame Hatred of those
who wield that fire It had been three thousand years since the
Worm had last been scorched by thai terrible heat But he knew
it of old and hated it still. Advancing, he struck.
The records of the battle speak only of rolling smoke and ol
dragonflame mixed with the white fire of the three Ancients.
Even those who stood close to the scene have been able to add
lutle to our knowledge of what happened when the four who
remembered Ihe Old Kingdom of three thousand years bclom
met at last upon the field of Caer Ganmorgan. At the end. but
one remained. The worm was smoking meat and beneath thai
noxious carcass lay the twisted, broken form of Gerftax Haefay.
Nearby, rent by his own staff, crouched Misha the Wise, last of
the lore masters of ancient Forador. ho life bubbling past his
lips to further stam the ruined sod. Only Dunatis still stood and

he was sorely hurt.


With the death of the.Worm. the warriors ol Faerie and
Curwyllan took heart again and drove upon the army of imric.
grinding it between two powerful stones. Many were the fell

deeds yet 10 be done thai day. Many were the great ones who
would perish. Dorwcn Troiisiayer who had escaped Hie coinage
at Ravengiass would rest among iho dead Ogme ironfrsi would
lie a few feet from him Great Coiin the Shapcr. kindred of the
three ancients would also die beside the king he served in life,
and on his death would be released the terrible Cait Sit", (he
Demoncat that would rage and raven across trie held, bringing
horror unto the dans of the North. Saddest loss of all, greal
Auberon would I* among he Houseceds. slain bv Imric's guard
and cruelly hacked.
In the end, the bloody sunset would illuminate the end of
Fomoria in Albion For Ihe tosses were noi all ol one side Glastyn Bearkiller. slayer of Ogme, died ai Dorwen's hand Mad Ain
sel and his fool, Dobie the Server, would lie close chopped by
Elvish swords Macfver and every one of his Blue Men would
also die upon (he field. And Barguest, victor ai Ihe Minches.
would be pierced by an Elvish arrow as he attempted to conjure
an escape where none was possible. Finally, the greal leader
himself, cruel Imric. would die beneath a hail of such arrows
along wiih his household guards.
in the end, tew would escape ihe held at Caer Ganmorgan
Led by Bogan Redcap, OchJ would make good us escape and
even carry off the body ol Glastyn Magog would escape ihe
hum and hide in ihe marshes of Fir Chirs until captured the next
year: he would d*e in Solvis of 2681. starved to death white on
display in an iron cage atop Ihe baitlemenis of Caer Ganmorgan Of those who crossed the Dyke into Albion, one in twenty
would return to the North. Those who did died within a month
ai the Battle of Suh Cumrock (17 Molwis, 2680) where the host
of Faerie took its vengence for the invasion of their land. So
ended the war in Albion.
.

Aftermath

fouowing the Third Fomorian War saw Finvarra


ead an expedition into Ihe northtands where they
destroyed all ol Ihe clan hearths of Fomona and torever
broke the power of ihe Trolls in Alb*on. Edric was crowned King
in Caer Ganmorgan on 1 Beltane 2681 and ruled in Alton t
hi wtNTtn

almost 150 years.


Sadly, the Third Fomorian War so exhausted the vitality ol
Faere thai Ihe Elves were no longer able io withstand ihe new
waves of Mundane invaders from ihe continent and so their
kingdoms continued 10 dimmish. As more cold iron was
brought imo Albion, ihe enchantments which supported life
gradually disappeared and much delighi was forever lost. Tiring
o' the ever more mortal lands, the great personages of ihe war
individually look (hew leave and made the pilgrimage io Tit Nan
Og, the promised land in ihe Wesi where sleep, H a sa*d, is like

waking

for eternity

Angus Mac Og and Brign were married in 2683 and Jointly


ruled Leinster until they departed for the West in 27*1. Finvarra
also departed
2828 and with him weni Morigu to seek ihe
heeling of her griet which would noi come
Erin. Edric mode
the passage to Tir Nan Og in 2841 and lelt his wife Branwen
<1he same who drove Cormac from Gwvnedd in the Great War)

Albion When Miomhir, Branwen's brolher. also toe* his


leave in 2863, Branwen ruled all of Albion and Gwvnedd as a
single lalbeil shrunken) kingdom. Dunans never recovered from
his wounds and finally accompanied Midinhir imo ihe West in
search of the healing which his failing ans could not piovide
Finally, in 2868. Branwen and her household departed
Albion for Tn Nan Og With ihem weni the last of the High
to rule

Those who remained were condemned, as the enchantment slowly left the land, lo diminish in size and power unW
they eniirely faded and became wrailhs. By the ye8r '50 BC. no
High Elf remained in the fair isles. Since then, the Gnomes have
dwindled and the Mundanes have conquered totally those
places where Faerie once stood.
Elves.

Ending of the. War In Erin


net c-go* .no rwwutiM SAnfp both Lemster and Ulsier were
condemned to the agonies of invasion and conquest. In
northwestern Ulster, Morigu conducted a savage guerrilla campaign against the combined army of Connaughl and
Munster, but could do nothing io aid her lover Cluracan when
the Trolls besieged him at Caer Knockma. When Connan took
ihe fonress on 13 Artith, the warchief of Connaughl flayed Ihe
skin from the captured Cluracan. it is said, and had the hide
tanned and made into a warshin which ho wore tor the rest of

the campaign. Having ravaged eastern Ulster, the army moved


into Leinster where it besieged Angus Mac Og at Brugh Na
Boine until 22 Gobis. At that time, Dagda. who had returned to
Brugh Tara after being wounded ai Garryknowe. finally arrived
with ihe entire garnson of Brugh Tara to raise ihe siege.
Supported by the survivors ol Iho invasion of Ulster, Dagda and
Mac Og were able io win the First Battle of Ihe Boine agatnsi
superior numbers and end the threat to Erin, though hardly a
warrior was unwounded in ihe battle Dagda, himself . was kiHed

Bome and was succeeded by his loyal kinsman Mac Og


Tne Bome did not, however, end the war in Erin Torn by
Morigu pursued her enemies into iheir homeland and sue
ceeded in burning all of the great orochs in both Connaught
and Munster during the nexi three months

at the
grief,

DO

28 DagrU and Flnvarra


fire unto Moray.

Chronology of
the Third Fomorfan War
Sotvis:
15 The

sail

horn

Erin to bring

27 Cormac raises the siege of Caer Arklow


and marches into Gwynedd.

29

Weeponiake a' Moray.

Edrlc escapes to Caer Qanmorgan with


port of tho Caer Arklow garrison.

29 Connan and Balor cross into


Brugh Na Bolna besieged.
Oobia
1

Faeno flam at Emlyn Brugh.


tinues to retreat into
Imric follows.

Hoorri3

The Weapontakes of Connaught


and Munster.

7 The warning

fires

I Messages reach

ire

lit

atop Ravenglass.

Elide* of

war preparing

h Ihe Nonh.

13 Connaught and Munster

9 Elidor sends fonh the Red Arrows.

12 The Red Arrow reaches Arwan.

Arwan marches

10

meei

Messengers are dispatched.


II Imric eiits the Dyke and matches
south. Arwan and Elidor join forces neer
Orme's Gale.
II Battle of Ravenglass ends in massacre of
Elvish host and the deaths of Elidor and
Arwan Elsewhere, Magog the Cruel and
Mad Alnsel cross into Albion. Dagda and
Finvarra receive the Rod Arrow in their
halls. Edric besieged at Caer Arklow.

20 Glastvn Bear HI let and Brian Maclver


cross mlo Albion from Dermot's Dyke at
the heed of Ochil and the Blue Men.
21 Comberknowe sacked by Balor One-Eye
of Munattt
22 Munsier marches north to torn Connaoght

Bmgh Mellon besieged by Magog


and Ainsei.

Land of Faerie is. of course,


As such, it is somewhat

fiction.

derivative of the body of Conic myth, but


it is absolutely not. no' was it intended to
be, a direct translation of the Celtic into

game

form. Consequently, those familiar


with the folktales of England and Ireland
will recognize many names (and some
characters), but not the context in which
they are found. A few examoles will have
to suffice to show how the stories and leg
ends of the blessed lands found their way
into the game.

Midinhir the Protector

1 Imric resumes ho march


5 Magog abandons the siege

was onginally

based on Mrdhir, the fairy lover of the human. Etatn. Unhappily, the game was not
concerned with (nor would space have
permitted dwelling upon) the tragically
beautiful story of the triangle which included Em r. Midhtr and Eochaid lEtaln's
human husband).
Auberon is. of course, based upon
the Oberon of French Romance. Ogme
was. In reality, the son of Dagda, who in
Irish myth is the High King ol the Tuatha
De Darwin. Finvarra in Albion: Land of
Faerie H very close to the Finvarta who
the traditional Fairy King of Ulster. Edric

takes

marches on Caer Ganmorgan. Magog


turns

is
is

is

12 Edhc and Imric meet in battle at Garryknowe. Callach is killed, but trie Elves
era forced to retreaL

Knockme

chief

falls to

makDs a warshrrt

Connan The warof Cluracen's skin.


Battle of

east.

at Fir Chits.

Escapes north.

22 Dagda arrives before Brugh Na Boina.


First Battle of tho Borne results in deaths
of Connan and Balor Dagda also dies.
23 Edric harries Imric's march, but
avoids battle.

tiller

the

of his flagship.

6 The King lands below

Fir Darrig.

9 Ednc besieged at Caer Ganmorgan,


12 Battle of Coer Ganmorgan Imnc
and the Fomorian's are routed.

is hiiiorl

Army

of the Nonh cross the border into


Strath cryde Finvorre lead? the Faerie
pursuit.

17 Bogen Redcap and the survivors of Caer

Ganmorgan
of SIth

much

are destroyed at the Battle

Cum rock End of the Third

Fomorian War.

taken directly from the enchanted prince


who rides to the hunt perpetually In
Welsh border myth.
The unfortunate Morigu of Albion is
certainly the war goddess of Irish myth.
but with some humanity attached. Similar liberties and adjustments land a few
outright thefts of namesi have been taken
throughout, not only in regard to personages, but to places, events and objects.
A listing of the sources consulted in
tho creation of Albion would be bath over
long and unnecessary, However, some of
the more interesting works from which
material was gathered {and, subsequentmodified) include: Kfltherine Briggs'
ly,
marvelous The Personnel of Fairyland,
Lady Gregory's Cods and Fighting Men,
Lady Wilde's Ancient Legends, Mystic
Charms and Superstitions of Ireland,
Henry Belt's English Myths and Traditions
and Donald Mackenzie's Scottish Folk
Lore and Folk Life. All are highly recomIn addition,

Magog caught

Mo/wra.

sacks Caer B'oHachan during his

24 Erskin sacks Dun Mendip and


Veowen's Market.

mended.

Dagda marches from Brugh Tera

26 Began Redcap and (he survivors of the

15 Erskin defeats Cormac at the


Caer Arklow.

Magog

noth

18

20

Ktihln:

Denby Plinth. Collernn


wounded and forced to retire.
Battle of

13 Coer

him to Caer Ganmorgan.

17 imric abandons pursuit of Edrlc and

stroyed and Gairtoch dies lashed to the


of Br ugh

Melton and marches east.


11

killed at Battle of Dun Hammef.


Erskin begins "tho long morch" whicn

Dondo

28 Auberon defeats Gairtoch at Battle of


Jotun Sea. Tho Fomorian Heel is de-

ArlHh:

march

Notes on Sources
Albion:

work of

22 Erskin marches from Bleckdown Delving.


Connaught and Munster besiege Dura can
in Caer Knockma.

16

24 Gtastyn and Maclver sack Caer Menador


and put the garrison to the sword.

16

and march

Red Arrow taken by hi scouts.


20 Weaponiake of the Gnomes.

Elidor.

14 Imric enters Dermoi's Dyke.

23

join

Gwynedd.

3 Dando defeated at HodenhllL

Into Ulster.

14 Edric. Midinhir, Dagda and Finvarra all


reach Garryknowe Erskin receives Ihe

Caer Gonmorgan.

13

Edtlo learns of EJidor's death.

2 GaiHoch wins Ihe Battle of the Mmches


with Borguosf said Dagda and Finvarra
sail south In Gwynedd. Cormec burns
Selkies" Rade. then flees at word of
Branwon s coming.

18 Elidor marches on the border from

Gairtoch destroys the remainder of the

2 Edrlc abandons Emlyn Bntgh and con-

27 Ainsel arrives at Kirkconnet


Beltana:

Leinste*.

inspiration

(and lirne information) was gleaned from


the inimitable Geoffrey ol Monmouth's
Histories of the Kings of Britain and the
writings of Malory, Giraldus and De
Troyes. Finally, the concept of the waning

S'idh as

QQ

the basis of the

game owes much

to the works of W.B Yeats, espgcialry his


rare and wonderful The Cettic Twilight.
.

One of the nice things about designing a "world" of sorts is that one can do
incredible things with geography and Albion is no exception Though coastlines
have been altered where desired and Q
few mountains have been built up or
smashed by means of a loose terrain analysis, the basic outlines of England ond
Ireland remain haunting ly familiar. Within
this outline, the use of some British Tourist Board maps of ancient Britain and judicious extrapolation hava allowed the designer to create a Britain and an Erin that
might have boon. Most of the sights important to myth and history are properly
placed and, in most instances, the brughs

of Faerie occupy the sites of later


cities.

Dermot's Dyke

pointed as tho

will

be

Roman

readily pin-

a simitar wall built by


Ihe Romans and Caer Aiklow does, in
tact, occupy the traditional invasion route
into Wales from the Summer Country and
SaxonShore. But theforests and swamps
of Faerio belong to another reality, less
rigorous than ourown.
site of

FICTION

Chichevache

by Ian McDowell
"Broken a

perfectly

good

tankard. Your

Highness."

"Don't mock me, boy. How is


was directed at my hell

Lancelot'" This lasi

"Stunned, but Irving." said Gawain


Irom the floor where he was examining the
brother.
fatten

Frenchman Bad
him

luck there; I'd

be

safer iU'd killed

"Mordred, you've broken the laws of

snapped the King. "Do you


get where you are?"
hospitality,'*

"I

am

sorry.

My

sulted my heritage

"

tor-

Liege, but the lout in-

"Then you should have demanded satisfaction of him

."

shrugged. " took my satisfaction


what seemed to be the most expedient
I

Arthur shook his heed and made a great


of dramatizing his sorery tried pa"Mordred. wo are not in pagan Orkney Here we settle our affairs with Christian
honour."

show

tience

"You mean Christian

steel

the guts,

father."

The

last

word was a mistake. The king

rose, his Craggy lace as rod as his hair. "You


misname me, nephew," he said in a danger-

ous whisper "Perhaps your ale-clouded eyes


are seeing King Lot's visage hi place of

my

Even in private it was risky to broach the


subject of my paternity and to do so in front
of the entire court could be worth my life.
T ime to toady.

"Indeed. My Lege." I said as I dropped


my knees, "this Cornish ale s far stronger
than what I'm used to in Orkney, and my wits
are so befuddled that for a moment I thought
myseil back on that cokj island. I can only
beg forgiveness for having so dishonoured
"
your royal table
to

o* heigh prudence.

fwl

Let noon humibM vout longuei neyte:


Ne la! no cfcrt have cause or diligence

At

lo write of you a story ol tuch metvayle


ot Gnseidea. pecient and kynde,
Lett Chichevache you awohva m hir entraila.
Chaucer, ffn-or to rfta C*rS Tale
"Tell us. Sir

Orkney?

Do

Mordred, how are things in


still burn men in wicker

they

merer
Lancelot was spoiling for a fight. Like
many of the outwardly virtuous, he became a
particularly nasty drunk once wine had loosened the restraints placed by his sober self
on Half his nature. And he was beginning to
foster from too many long weeks at Caerleon
mooning alter the Queen. He'd never liked
me and so I was a natural target once he
deeded to let off some steam He'd probably
be Quite contrne about n in the morning and
would spend long hours warming the chapel
flagstones with his knees
I sipped my ale and tried to ignore him,
but he was never one to be content to leave
wall enough alone. "I was speaking to you.

Sir Pict.

Can you

mderstand a

,i,.<-,-

tongue?"
small size and dark complexion have
always made "Pict" a natural insult, but that
didn't mean that I'd gotten used to it. For
once in my life, I actually felt mad enough to

My

should tell you how drunk I was


Normally, I have more sense than to antagfight That

onize the deadliest man in Britain


"Yes," I replied, "and I also understand
your croaking when t hear it. Sir Frog."
In Caerleon, it was consid
I was lucky.
ered gauche to wear steel at the table As
Lancelot rose from his chair, his right hand
groped for the hilt of his sword and he seemed befuddled not to find it at his side, so I
took the initiative by kicking him soundly in
the grom.

As he doubled

over.

put

my knee

m his face and broke my tankard on the back


am

of his head. These chivalrous twits


really
Quite lost without the" swords and lances,
for they have no concept of common brawling
Arthur Stormed Up out of his chair.

"Hotdl" he shouted

you done?"

"Mordred, what have

The rage died on his face "Strong drink


makes beasts of the best of men. If you dishonourably struck down my best knight, perhaps you had some cause lor your anger.
When Lancelot regains consciousness, it will

do hn good

to realize that

he

o no nearer

the angels than any other man.


So that was it. He was not unhappy 10
see the vainglorious prick taken down a peg
Perhaps he suspected what lay between Lancelot and the Queen. My lather was a darker,
deeper man than the simple soldier he pretended to be.
"Know this, Mordred," he continued m
the tone he reserved for sonorous declamation, "it is my wish that you be exiled from
this court until such time as you have erased
this stain on your honour."
"And how may I do that. My Lord?" I
asked with as much shamed hum my as I
could manage without puking.
"By performing some notable deed of
valour. The world is still a wicked place, for

all

my efforts. YouH find no deafth of op-

of

So thai was it.

A quest. A tedious, diffi-

and no doubt dangerous quest. And an


unspecified and father open-ended one ai
that.

But I had no real choice. If I remained in


Caerieon. Lancelot's honour would undoubtedly demand that I meet him on the tilting

enough men that way with


in mind than sport and good,
had no illusions about what he'd

yard. He'd stain

nothing more
clean fun.

do to me unless gave him time to coot


down Damn it, I'd been enjoying the easy
I

mentally swore never to get


drunk at Arthur's table again.
court

life

Nor could I One of the numerous idioby the common rabble is


the belief that toads are virulently poisonous
lany soldier campaigning in gameless country without suffident supplies soon knows
better Nauseating, yes; deadly, no). Therefore, on Fair days the local witch will come to
town with her toad eater: a lackey who in fuH
view of the gaping crowd eats a live toad and
immediately goes into rather hammy death
throes. The witch then gives the boy some
quack potion and he recovers and demonstrates his renewed health by turning a few
cartwheels The crowd is appropriately awed
and starts lining up to purchase small jars of
the miraculous philtre. Even witches with
genuine power often fatten their purse that
way. It's such an old trick that you'd think the
yokels would've caught on years ago. but
they never do
cies subscribed to

ponunky,
cuii

Mv

iMtir souim (the last one having


away after I broke three of his
fit of temper), a greasy lout
whose name I'd never bothered to learn, led
the horses across the dung-strewn courtyard
to the stable Cursmg the dinging mud, l
trudged towards the door of the inn.
At least there was a roaring fire. I sat
down on the hearth, removed my ram-soaked
cloak, and spread it out to dry on the warm
stones When my squtre returned from stabling the horses, I gave him my hauberk and
helmet to dean and polish carefully with a
small jar of mutton fat from my saddle roll.
"Any rust and 111 kick your arse up to you*
shoulder blades," I growled Me scurried
back out to the stable, where he'd spend the
night guarding the horses and baggage.
Letting my backside absorb the heat
from the crackling embers. I huggod my
knees to my chest and surveyed the interior
of the urn.
Nothing much, just a rushes-strewn
flagstone floor, two long tables, a roughhewn bar, and a ladder leading up through a
trapdoor in the oe*ng to the innkeeper's
run

nbs in a

The innkeeper himself, a short,


square man with thinning red hair, dipped a
tankard into one of the ale tuns and handed it
across the bar to a gawky youth with s surfeit
quarters

Eventually, the former toad eater was


able to recover sufficiently from his awed
paralysis to resume sweeping the floor. I sip
ped my ale and brooded Two long months
on the roads without a single opportunity for
a "notable deed of valour" rearing its ugly
head. And the rain had been an incessant
nuisance for over a week now. I enjoy getting

wet about as much as a cat does (I'd only


used the old Roman baths at Caerieon in
order not to be thought the uncouth Scoil
and despise ram with a passion. It's the
ultimate expression of God's contempt; the
creator pissing on his own handiwork
Suddenly, the door was thrown open
and a tail, stoop-shouldered man in late middle ageswode in, followed by hvoburly menI

at-arms.

The

fine cut of his tunic indicated

he was a noble of some sort and wondered what he was doing In a dump like this.
The innkeeper obviously wondered the
same thing. "Why, Sir Anwar," he sputtered, I'm honoured by your. ."
S Anwar cut him olf with a waveol his
hand and strode towards me didn't siand
- I'd be damned
was going to bother
with social niceties out here in the boonnodded to acknowledge his
docks. But
bow.
that

"Your man in the stable tolls mo you're


from Caerieon."
"Aye. for what it's worth. I'm Si' Mordred of Orkney."

The boy took the tankard end advanced


"Are you a kmght?" he asked ner-

"It's worth quite a lot to me. if you're


one of Arthur's knights. Your presence here

timidly.

And

you're a twit
Now give me that ale before you spil t

"Aye, I'm a knight.

"You'll have to forgive him. Sir," said


the innkeeper. "He's never seen your sort bo"
fore.
don't get much quality trade here
"I should think not. <fall your lackeys are
halfwits." (i get morose after a long day's

We

ride. I

The boy handed mo the tankard and


darted back to his master's side. "Oh.he'sno
halfwit. Sir He's a good lad end a hard
worker. II never regret taking him in like I d-d
after I found him sleeping in the ditch outside
one morning."
sipped my ale. It wasn't bad. Not watered at all. "He's a runaway seri, then."
"No. Sir. not at a" He used to belong to
Mother Gloam. a witch Irving a few leagues
down the road. He was her toad eater. Can't
"
say I blame him for runnning away
I

I'i

beg your pardon," said, "but hardh/


see what can do. If the monster has her
then she'sapt to be gnawed bones by now."
He shook his head. "No, the creature
"I

took her last night. It stormed into my hall


and snatched up Wytamette before a single
sword had cleared its scabbard And it
sad..."
"Sftirfr""

interrupted. "It's intelligent'"

"Of course, everyone knows that As

was

seized her and it said that


wanted to see her returned safety to my hall,
"
then must pay a ransom
"What good is money to a monster?"
"It didn't ask lor money. No, ) wants its
ransom to come from among the good wives
saying,

it

if

of my manor. Six fat or twelve lean."

So. the creature was not only init was downright enterprising. "Is
your fief a large one?" I asked
telligent,

"
"Yes. butwhatdoosihat
"Then Surety you must have six or
.

rwelve 'good wives'


vtfeins

He seemed
monstrous."
I shrugged.
peasants"

among

your serls and

genuinely shocked. "That's


"It's practical.

They're just

"They're my peasants." he sputtered. "I


can see that I've como to the wrong man.
day. Sir Mordred " Shaking his head
and muttering, he stalked out of the inn with

Good

his men-at-arms at his heels.


Well, screw him. she was his wife and
her rescue was his responsibility That was
the trouble with Arthur's Bound Table. People no longer felt responsible for their own
affairs. They expected the man on the white
horse to solve ail of their problems.

if

of pimples, who was leaning on a broom and


stahng at me with wide-set. glassy eyes that
made me think of an incredulous codfish
"Don't Just stand there. Toby Take the
gentleman his ale."

vously.

petually starving Evidently there was


to the legend than just rumors spread by n
dy young rakes with a laste for other me

saves me a long ride.


Well, perhaps my quest had found me
"Is there something can do lor you. S Anwar?"
"Indeed, there is It's my wife. Chichevachehasher."
I

So
Sir

that

was

it.

"Count yourself

lucky.

Anwar"

do you mean ?"


"WeU. for one thing, you now know
you've never been a cuckold. For another,
."
you're now free to merry a younger woman
"t ut*y? What

Some
He

people novo

glared at

no sense

of humor.

me and snapped "My wife a

younger woman, damn your eyes' And


gtadty be a cuckold a dozen times over
could have her back."

I'd
if

I'd heard the stories of Chichevache, of


course. The creature was said to prowl the
land in search of faithful wives, for they were
its onry food. Naturally, the monster was per-

Or

couxsE. * i went
mscuc the lady It
certainly be a "notable doed
of valour" I considered the matter.

would

Monster slaying was anything but the easy


task the jongleurs make it seem. I'd learned
that much by way of several encounters with
the huge worms that infest the Scottish
lochs. And the giant humanoidsare lar more
dangerous than any dragon or lake serpent,
for they have intelligence as well as size and
strength.

By all accounts. Chichevache was some


sort of ogre Despite its name, it was not in
any sense a "lean cow " That was typical of
the bastardized French used by the more pretentious minstrels. In their ignorance they
had substituted vaefle for the /ache in ChV
chofache and a name that had originally

meant "Pinch Face" now suggested some


kind of bovine monstrosity

had no desire to light such a creature.


But who said had to? Rescuing the Lady
Wylamette would in itself be a brave enough
deed to get me back into Arthur's good
graces tsuch as they were)
rose, stretched, and took a seat at the
nearest lable. Toby refilled my tankard and
brought me some bread and cheese while
the innkeeper set a large kettle on tne fire.
After it had boiled for a wh4e. he dipped out
I

a bowl ol maigre soup, such as

is served on
Abstinence days, and set ti before me
"Whai's Ihis?" I growled
"Soup. Sir."
"Bugger that. I want meat."

Me coughed

apologetically.

"We

have

cursed him soundly and ordered him to


a bow) taken out to my squire in the

stable.

There must be some way tor me to be


able to rescue Sw Anwar's wile without having to confront her abductor. But how?
When Toby returned from the stable I was
suddenly struck by an idea. "Come here,
boy."
He approached timidly, "fcasy. lad." I
said. "I won't hurt you Now, your master
tells me that you were once a toad eater, is
this true'"

"Ayo. Sir

"And your mistress was one Mother


Gloam. a local witch of some sort?"
He nodded, blanching ai the name
"Wasshearealwitch. Toby?"
"Aye. she was reel enough."
"And she could do real magic? Not just
fake mumbo jumbo?"
He nodded again I'd hoped for as
much. Standing up. I took him by the arm
"Toby. I want you to take me to her
He visibly trembled. "Please S*. don't
make me do that can't go back there, she'll
1 1

me if Idol"
shook my head

the door. The innkeeper started to protest,


but a handful of coins tossed on the bar shut
him up I hustled Toby out into the courtyard.

The sun had set some time before and


the full harvest moon was oui. t led Toby to
the stable door, where I whistled for my
squire. "Horse and armor." I ordered when
I

donned my

mail,

mounted,

my squire's

riding pillion.

help got Toby up and


He'd obviously never been on a

horse before

and

and with

my squire chuckled

at his

terror

"No. you stay here.** told hm when he


asked il ho should saddle up. too. I guided
my mount out of the courtyard and onto the
moonlit road.
I

M came to Ihe witch's cottage

e^'

no hovel, but a well

built

H was

stone struc-

ture with a thatched roof


dismounted,
tethered the horse, and set Toby down beside me. He seemed unwilling to approach
the dwelling and I had 10 take him by the arm
and practically drag him to ihe doc.
I

opened in answer to my knocking By


the light of the candle in her hand I beheld
Mother Gk>am Instead ol the hag I epecied. I saw a big. rawboncd woman in vigorous middle age with a strong and not unpleasant face, long red hair, and ine shoulders ol
a blacksmith She was surprisingly well
i line woolen shift and an even
bKiedoak
It

over the threshold Mother

,-.

I:

-.Vi-virli,

"I've

brought you back your toad eater.


I
said. "I trust you're

Mother Gloam."
"

grateful

am. Good S Indeed am,


you how I've worried about Ihe poor

"Indeed
can't

tell

lad since he disappeared lasi Whitsuntide."


Toby whimpered and threw himself at
my feet. "You promised not to give
bee*
to her ho wailed

me

"I

bed," I said as I kicked him away from

my knees.
turn. Sir

in re-

Mordred.

The fact that she knew my name abolished any doubts I might have had about her
powers "Yes." said "First, what can you
I

tell

me about Chichevache'"

She looked thoughtful "Chichevache.


A dreadful monster, to be sure, h eats
nothing but the flesh of good and faithful
wives Itused to go hungry most of the lime.
But what with Arthur's reforms, the beasties
had a field day these past few years " She
began to laugh "Not that our king need fear
is it?

for

"But can you doit?"


"
She nodded "lean
I held out my purse with all of its remaining coins. She took the money and put it on
the table "Areyou reedy, then?" she asked
l
don't really remember the details of
what happened altor that She ordered me to
be down on the lloor and relax A fog seemed
lo settle over my senses I heard her chanting
something, but the words were distant and

indistinguishable.

More than anything else, I remember


the look on Toby's face as he cowered in a
corner iikeawhipped dog I felt a brief spasm

way I had betrayed him It


passed. There's little enough freedom in (he
world as it is and I'd never willingly become a
of guilt over the

stove to my

w*s

mm svnmt ol the next day that

Itoff on Ihe road again. As

rode

my

set

horse

under the darkening sky. was conscious


of a son of double vision in aH of my senses
When l looked down at my waist and legs I
saw both my own mail-clad torso and limbs
sitting properly in the saddle and the gownconcealed legs of a woman hanging together
I

"And youl be wanting something

"No. boy. I'll protect


you And I'll bring you safety back hero when
I'm done."
He looked dubious, but he didn't resist
as donned my cloak and led him toward
I

ha emerged

Toby sanpry stood there, paralyzed with


shoved him ahead ol me and stepped
Gloam shut the
door and set the candle down on a low table
That piece of furniture, along with a stool
and a comfortable looking chair, gave
evidence of someone's considerable skill at
carpentry. A pallet bed was the only other
furnishing Coals glowed in a well made
hearth that was equipped with a kettle not
unlike the one at the mn The rooisand herbs
thai hung in nets from the ceiling beams
were no different from those to be found in
any other country woman's kitchen. Nothing
about the cottage particularly suggested a
fear

dwelling."

kill

ling

heart"

none. Sir
ftavs

"You're Mother Gloam. I take it." I said.


"Aye " Her gaze fell upon the boy at my
"Ah. I see you've brought back my darTobias." Her smile had little warmth
"Dear boy. you should never Have run off the
way you did. It almost broke my poor old
side.

h own wife's safely "

"Does the monster slay us wcums right


away?" asked.
"No. il takes them back to its den and
I

keeps them there alive until it's ready to eat


It likes to have proper cooked meals, you
know Putsmquitealarder
That's what I wanted to know The fact
that my plan actually had a chance of succeeding frightened me a bit. "Can you cast illusion spoils?" I askod
"That l can What son ol illusion did you
have in mmd?"
took a deep breath and said. "I want
you to give me the semblance of a 'good and
I

virtuous wile."'
She grinned "So. you're out to slay the

monster and you want 10 use yoursell as


bait. Arthur's knights are as brave as ihrar
reputations."
I felt cetain that she was mocking me.
"Can you make me a potential meal in the
monster's eyes?" I snapped

She was

srieni for a moment. "It will


more than (ust one layer of seeming,
you know. Chichevache sees deeper lhan
jusi the outward lorm How else would
know its prey? A faithful wife looks no differ."
ent Irom an unfaithful one

take

it

over the same side.


In my heed I felt equally divided l knew
I was Mordred of Orkney and yet I had
the memories and feelings of a person of
another Sex and Station in life Asstronglyas

that

recalled Ceerteon and Lot's Orkney castle, I


also remembered the toil of a country farm
and Ihe strong arms of a beloved husband
I

Strangely enough, the man in my pseudomemories had Arthur's face I wondered if


thai was a grotesque Joke

on Gloam's pan
The wind blew hard across the dark and
empty moor and shivered m my non-existent shawl One by one. the stars gleamed
like frozen pwets in the dark curtain of the
sky and the moon began to mount the tumbled clouds The fire in the west had gone
out and the road was a pale ribbon in the
I

My guts felt full of icicles What if ihe


creature slew me on the spot when it seized
me? Thereweroso many uncertainties in my
plan Was a triumphant rofurn to Ihe pious
hypocrisy of Arthur's court really worth the
danger?
Suddenly,

my horse neighed in terror as

a dark form reared up from a thicket beside


ihe road Before knew what was happening. was swept Irom the saddle and dashed
head foremost onto the ground
I

When awoke was lying on my back on


I

cold, hard clay. At first


inside a natural cave of

thought (hat

some son.

was

but then

my eyes became accustomed

to the gloom
and could make out the undressed togs that
shored up the earthen walls and coiling. I felt
a sharp pang ol claustrophobic terror and sat
upright
Before me. the loamy floor of the burtow sloped downward into the darkness.
l

in a shallow pit near my


sending a plume of smoke upwards
through a crude vent m the ceifcng. and pro-

Flames guttered
feet,

viding the faint illumination by which


able to see. Small, round objects of

was
some
I

sou dangled from the timbers around the


narrow chimney Ihe furmd odour reminded
me of a smokehouse

13

There was a
that runted at the

draft ai

open

air

mv
I

back, a draft
turned around.

Sure enough, the passage climbed upwards


and caught a glimpse ol the night sky. But
all of my attention was on the creature that
crouched there watching me, its great head
scraping the celling a good eight feet above
the day it squatted on
First-time fathers are often shocked by
the ugliness of a newborn babe, especially a
I

premature one. Imagine a face

like

that red

and wrinkled and toadishly pouting, a face


both wizened and infantile. And if you can.
now imagine that face as big as a barn door
a facelikea puckered, pink, infant moon.
The rest of the aeature was Just as bad.
I thought of the corpses and near-corpses of
children that I'd seen during the last Scottish
famine. This being had the same shrunken,
stunted limbs, the same distended bubble of
stomach. Imagine a gigantic, starveling, fetal

knees now. ihe monster easily rolled that half


ton or so of rock and thrust me into tho dark
recess beyond. "Go get you food." it repeated as it replaced the boulder, leaving me
alone in the imprisoning darkness.
No. not alone. I heard breathing. "Lady
Wytemeite?" I said softly.
"Who are you?" came Ihe reply. The

was soft and anrnctivi;

voice, at least,
I

said the three words Igutteral sounds,


Mother Gtoam had taught me and
feel the female illusion fall
like a doffed cloak "Lady

really) that

was pleased to
away from mo
Wylamette?"

repeated

in

now

masculine

encountered the hem of a


and suddenly she was sobbi ng in

full-bodied

Was that the fate of Sir Anwar's wife? I


prayed that hers was not one of the hoads
hung there from the sooty beams, for if
it was then an my efforts were for nothing.
that

Isoonhaowyjlnswk Chichevache suddenly


reached down and seized me Lifting me
easily into the air, it said "Go. get you food
Put meat on your bones." Then it rose and

carried

me down the tunnel past the fire pit.

The walls and ceiling narrowed and became those of a natural cave, tho far end of
which was blocked by a large stone. On its

blurted.

"Forgive me. My Lady. As


said, the
thought was unworthy."
And then her mouth met mine and I actually forgot all about Chichevache. 'orgoi
about where we were, forgot about everything but the task of getting out of my hauin that

We

creature held an enure roasted pig in


its huge

The

one of

hands.

When it saw me, us face looked siackly


contused
drew my sword and u retreated
I

obvious amazement Noi wanting to give


Ihe chance to trap me by moving the boulder beck into place. I
if out into the
middle of us den.
in
it

Mowed

down on it. I closed my eyes, but could


not shut out the dry crunching and then the
hollow sucking sounds.

"But you area man." she replied


"I'm ol age But I've... I've never..."
"Oh." She was holding my hand tightly

silhouetted against the dim light.

my

bit

more courageous-

sTtmt noon of ihe tunnel made a COkJ


bed. but our hot, sweaty work warmed
it up a bit.
were almost too long at
it. fc I'd barely buckled my mail back on
when the stone plug was rolled away from
the recess and l saw Chichevache standing

The mouth that had at first


rather small spread back and up behind its ears, bisecting the lower part of its
face and revealing two rows of incredibly
numerous teeth: razor sharp teeth jarringly
out of place in so infanWe a face. An
life
I'll remember that spreading, toothy smile,
that mouth that looked as if it would stretch

Seizing the nearest head, the monster tore it


the colorless hair and shriveled
scalp still tied to the beam The exposed top
of the skull gleamed ye*owiy as Chtcheveche

fight

Sh Mordred?"
knew that wasa man!"

TM

now"

free, leaving

berk, gambeson. and breeches


cramped darkness

seemed

dozen women, dangling by their long tresses

perhaps

ly... if..."

ry

the tunnel.
For the first time I realized what hung
there: the smoked, severed heads of over a

easily, .arid

My groping

"What does Chichevache want with the


likes of you?" she said.

frightened again
"One must face the possibrtity. My Lady.
I do noi 'ear death. Yet. I could 'ace it more

"If

But when It spoke it was in a reedy,


muddy voice thick with aged wisdom
"Good." it rasped. "St* alive. Can't fatten
you up. dead."
"What are you going to do with me?"
babbled like a fool
""Lucky. Times aren't what they were.
Would have ate you right off Once Not
now. Fat times now. Good times now." It
laughed a thick, slobbering sound like
bubbles in a swamp. "Not starving now. Lois
of virtue. Thanks to Arthur. Oh, yes. Fat

so wide that us two corners would meet on


the other side of its owner's head
The monster leaned toward me and I
scrambled back until almost fell into the fire
pit It extended an arm and I saw thai while
its limbs were chilrfcshly small, its hands were
long- fingered and almost as big as its head
prodded my chest with a narf the sue of a
melon, then it reached up toward the roof ol

"If what.

my arms She felt small, warm, and pleasant-

times

"Nothing.

you want
"Well."
said, trying to sound halting
and innoceni. "I've not Deen a knight very
long. have noi been a man very Wnq. When
the monster returns, it may slay me."
"No. don't say thatl" She sounded

"You'reamer?.'"
"Well. I've always thought so."
silken dress

for sufficient effect.

it is

"Who's there?"
"Sir Mordred of Orkney."

and youl have a fairly accurate picture


of what Cfwchevache looked like
child

paused

My Lady, the thought was unworthy of me ~


"It's all right. Sir Mordred. tell me what
"

"A

spell

was

casi

on

me that

tho semblance of a woman.

ned woman

It

thinks

gave me
mar
A virtuous,
-

me edible.

woman,

it

could not see or feel ihe


I wear I would have battled

sword and armc


it then, aided by ihe illusion, but
wanted to
find out where you were being held "
"Thank God." she said "Oh. thank
God She relaxed and lay quieily ai my side
with her head on my chest. My hauberk
couldn't have made for a very pleasant
pillow, but m her state any comfort was a
I

help

"My husband!" She said suddenly


"What's become of my husband?"
"Sk* with worry. My Lady. He ottered
me half his estate if I could but rescue you.
but I smd that the deed would be its own
reward."

Her small hand enclosed mine. "There


must be something that we can do for
you..

menacingly.
I brandished my sword
"Don't try it." I
snapped, trying not to sound as terrified as I

felt. "All wo warn to do is leave.


don't want
a lighi. Now. gel outol the way."
The monster seemed lo consider the situation. "Damn it."
practically
screamed, "killing us will do you no good!
You cen't eat us. Not now Maybe you can
kill me. but
you try 111 hurt you first. Oo you
warn ihai?"
"
"No. Nowanthuri
"Then get out of the way'"
Slowly and sulkily, u moved aside took
Wylamette by the hand and led her past, to
I

if

said. "Not once you're free. But


let the sentence dangle.
"Yes. Sir Mordred. what is itr

"No," I
now. .."

"You man." it started. "Youmenr


"Yes." said. "I'm a man. and you can't
cat men. can you?"
"No. No good. Poison Make puke."
pointed back at Wylamette. "Look at
her." said. "Smell her. do whatever it is you
do to recognize your food. She's no good lo
you now."
The monster looked over my shoulder
Its face seemed even more pouting than
before "Puinedl" it squalled. "You ruined!"
It started to advance, its great hands raised
I

"What are you going to do now?"


thought for a moment A bit of subtle
misdirection was required here
"When the monster reiurns and re
moves the stone. I'll slay it. When it thought
I

me

Now anger replaced surprise on its features.

the other side of the tire pit Never taking my


eyes oil the monster, I pushed her ahead of
jnaeftaifMjajta*

14

HISTORICAL

BACKGROUND

The Power Points of Albion


by Diana

L.

Paxson

Stonehenge Glastonbury .lona...


In the mythology ol Britain certain
names wake echoes of something beautiful
yet strange, of peoples and cultures so ancient ihey seem alien to men Plaoesolpower stud the BrttOh islands like hidden iewels
- some ol thorn have been used by successive ages and acquired a patina of legends
like the lichens on (heir stones. Others remain secret, lost in a comer ol some farmer's
field. Bui ihey can be found by those with
the need and knowledge to look lot them.
Research and experience indicate that ihere
are signs by which the power points may be

They are very

old. Early scholars


thought themselves daring when they ascribed sites such as Stonehenge lo the Druids or
the Phoenicians Though the Druids used
them, the megaliths were there long before,
and (he oldest of the stone circles are in Britain, noi m the Mediterranean.
They attract legends. Local tales
about such places may link (hem with King
Arthur or Robin Hood... or with the Devil.
They are often said to have maoxal powers,
and some are still the sues of seasonal celebrations or fur live folk rituals.

There

Is

often a hidden meaning

In

names. The early Christian church


ol "liberating" pagan shrines,
taking advantage of Ihe people's habit of
worshipping there and in (he process taking
whatever
power the men of earner ages
over
their

made a policy

had found or put into the place through

their

Most of the great cathedrals are situated on power points, and somotimos the"
names suggest their history. Shrines ol (he
Goddess were often redechcated to Ihe Virgin Mary St. Michael was invoked 10 keep
down the forces of the underworld at a point
of especial potency Churches in or near the
Celtic pan of Britain which are dedicated to
St. Anne may mark the old sues of ritual beacons (Tan Heoft. as ai Tanhill near Stonehenge with its neighboring church of Si
Anne's.
Their placement serves a special
purpose, li has been demonstrated that
some ancient sites are aligned to focus on
various astronomical phenomena, such as
the nwdwinter sunrise or eclipses of ihe
moon, while others are positioned along a
network of straight tracks (the "ley lines"!
rituals.

sudden perception ol a network ol

and in the valleys by pools.


Soon there were leyhunting clubs all
over the country, end surprisingly oltcn the
search lor ley linos turned up unrecorded
standing stones or local legends ol monuments that had been moved or destroyed
Sites where several leys intersected were apt
to be particular rich in folklore.

What

is

TtwGraatCkcsM

lines

standing out like glowing wires across ihe


surface of the land, intersecting at tho sites
of churches, old slonos. and oiher spois ol
traditional sanctity. Several years of patient
exploration with the aid of map and compass
demonstrated that 11 was indeed possible to
usee alignments between such points. Inhis
book, Watkms proposed that the country
had once been crisscrossed by system of
cleared paths, or leys, which were marked by
the siting of stones or mounds on the hills

sua undetermined is whether

the leys were aligned only for reasons of utility (the shortest way Irom one point to
another!, whether thoy wore used to record
and predict astronomical phenomena, or
whether they reflect a system of energv

(lows in the earth like that used by the


Chinese geomancers in selecting building
sues. If the latter theory is the true one. with

measurements and the


location of a few power points, it ought to be
possible to map not only a* ol Britain, but all
sufficiently precise

the world
Discussion of an of the power points in
Britain would require a shelf-full of volumes
some of the best of those which have been
written already are referenced at the end ol
this article) Obviously only a few of them

can be addressed here: therefore, let this article serve as an introduction to some of the
most significant and interesting.

Perhaps the most powerful, and certainknown ol the enoent sites ate the
megatthic stone circles, of which the most
famous are Stonehenge. Avebury, and
ly

the best

::.!....

An Observatory In Stone. Stoiehorvie


undoubtedly the most famous and accessible, and in some ways tho most physically
is

impressive ol Ihe ancient circles. Seen at


noon from the carpark surrounded by busloads ol lounsts. it seems overrated, but
viewed at dawn or against a stormy sunset
on the broad and windy Salisbury plain, it is
stark, grim, and not a little terrifying. Even
today no houses have ever been built near it,
and even the wardens of the National Trust
go home after dark
Ai Stonehenge. Watkms was able to
identify four intersecting toys One ol these
leads from Ten Hill (where On annual fair rs
through Stonestill held at Lammastidel
henge, Old Saturn Mound. Salisbury Cathedral, and on to Ctearbury Ring. Another,

which

is

aligned with the

midsummer

sunrise, passes from Winterbourne Camp


through Slonehenge to Puncknowfc Beacon

the coast A third goes from Tmhead Hill


through the center of Stonehenge to the Id-

on

miston Down earthworks thisone is aligned with ihe Beltane sunset and Samaine
sunnse. The fourth passes from Shear Cross
through Stonehenge and end's at Ann's larm.
Stonehenge has been a target for schol-

most of Britain's history.


Histom Ragom Bttttaniae. Geoffrey of

arly speculation for


In his

Monmouth

attests that Merlin used his


magic to transport Ihe stones from Ireland,
and that it was the burial place for King Uiher
Pendragon. In 1740. William Stukely attributed it to Orukl astronomers, and a Mile

SMnahengt

that bisect Britain.

Lay Lines
Since much ol the literature on power
points at least mentions their relationship to
ihe ley lines, ii may be useful 10 say a little
about them here. The term became current
in tho 1920*5 when Allied WatkinS published
hisbook, The Old Straight Track.
Waikins was a Herefordshire merchant
and amateur archeotogist who one day had a
Photo courttnyol British

Tourist Authority

John Smith decided thai it had

later, in

1771.

Men

lunar temple- In 1931. Sir

Norman

Lock ver wed to Coordinate the astronomical


faeries and deduce a date for construction
of the circle

The best known Stonehenge


however,

is

probably Gerald

theorist,

Hawtins.

whose book. Stonehenge Decoded, describes the results ol using

a computer to

evaluate the astronomical relationships ol an


ol the s>te lines in the henge He concludes
Wat twelve of the significant Stonehenge
alignments indicate extreme positions of the
sun. and twelve more identify exireme posi

tionsohhemoon.
assessing the various theories aboui
the purpose of S lonehenge. it is important to
remember that it was built in three major
phases and several minor efforts at times between 2750 to 1900 BC It is probable, there
fore, thai during its long history the monu
ment has been used for many purposes, not
a" of them astronomical
In

The Year of the Goddess. Stonehenge may be the most famous of the stone
orcles, but many students of power points
Avebury is the most important of the
ancient sites, since its circle is only one ol a
feel that

Driving towards Avebury from Stonehenge. one encounters first the winding
avenue of stones which runs through plowed fields and pastures, where sheep huddle (n
the shadows of the stones as if seeking their

protection The avenue leads down into the


hamlet ol Avebury itself, which is nestled
cosily half in and half out of the circle of

o walk around the circle


(approximately 4/5 of a milel to get a fun impression of its magnitude. It consists ol an
outer bank, an inner ditch which was at least
thirty (eel
depth, and a Circle of stones of
which perhaps a third of the original hundred
are still standing. Some of the stones of Avebury are larger than those of Stonehenge.
lending to swell outward from a pointed
base, and like the sheep, they invite the pitgrim to meditate their shade.
From the edge of the Avebury circle, one
may see the pyramidal silhouette of Siibury
Hill The Hill has been caked one of the most
remarkable civil engineering feats of ancient
Europe. Since it involved the quarrying and

careful erection of almost nine million cubic


teei of chalk. The hut was built up in much

the same way as the Egyptian pyramids and


was originally surrounded by a water ditch in

which the
tain

rising

moon was

reflected at cer-

times of the year.

The vicinity of Avebury also includes an


earh, Neolithic fori, Windmill Hill, and the

West Kennei Long Barror (first excavated by


one "Dr. Took" in the 17th Century), a trape2cdal mound about 330 feel long containing
a stone chambered collective tomb Accord
ing io the theories of Michael Dames, the
monuments of Avebury were the settings for
a continuous rebgious drama celebrating the
life cycle of the Great Goddess and of the
farming year. The feast of the Death Goddess was held at the Long Barrow at Samame. the birth of the Maiden celebrated at
the Sanciuery at the the end of the Sp-re*
Avenue at Candlemas (February), the Great
Wedding in the Circle May. and the Har-

vest Goddess was honored at


gust) at Silbury Hill.

Lammas

identified

(Au-

megalithic sites. One of the most impressive


of these is the circle and avenues of Callanish at the head of Loch Roag on the island of
lews Perhaps due to their inaccessibility,
they have been lelt substantially undisturbed.
The central menhir is nearly sixteen feet
high, and nses from what seems like a forest
of stones. At each point of the compass a
line of stones extends outward, and a number of astronomical alignments have been

Moyra Caldecoil's fantasy novel. TheSiartding Stones, m which they are the focus for
ancient religious practice and also a gateway
for communication with other power points
for this and other planes.

The Holy Islands


Bmam was often

While the mainland ol

such as Mona,
and Lmdislame became refuges and

battlefield, certain islands

lona.

-r:::r>:!ii:':-.:'

The

-.[:

M.i ;

..

Last Defense of the Druids. T D


day. the traveler descends from the orecipi-

Power Points of Ancient Britain


Calianish,

by investigators such as Somer-

Hawkins, and Thorn.


Calianish also figures Significantly in

ville.

The Lonely Stones. England certainly


holds no monopoly on power points - Ihe
western highlands of Scotland and the Hebrides are. il possible, even richer m

conjecture thai the "Isle of Avalon" to which


Arthur was taken for healing was actually
Glastonbury.
Throughout the iddk* Ages the monks
of Glastonbury built a considerable pilgrim
trade on the fact that the bones of Arthur
and Guinevere had supposedly boon discov
ered (here Unfortunately, the shrine was
destroyed when Henry VIII dissolved the
monas(enes. so (he remains are unavailable

for scientific investigation.

The most impressive features at Glastonbury are the Tor and the Chalice Well. The
Glastonbury Tor is a small steep hill whose
causeways have been eroded by the centu-

Once it was crowned by a nng of mega-

ries

nTou'iZlAumwtrY

Avebuiy

tous Welsh mountains lo cross first Anglesey and the Holyhead before taking ship for
the green lend of Ireland across the Irish Sea
But m ancient times Anglesey was called
Mona. and was a major port on ine prehistoric western sea route that linked the Mediterranean with the north.
Standing stones and chambered tombs

Like every other monastery within reach


of the sea . the Abbey of lona was periodically sacked by the Vikings But it survived as a
spiritual center until the Reformation, when
the words of St Columba thai sheep should
grate where the monks had sung finally
came to pass.
The rest of the prophecy that the

attest to its impotence in Neolithic times.


Later it became a stronghold ol Druicfcsm.

church should rise again has been fulfilled


as well, to* the Abbey was rebuilt by the
Church of Scotland, which maintains it as a
retreat center lona has also been of continuing interest lo occultists, but "Fiona MacCloud's" prediction that a female messiah
shall come forth from lona. has yet to be

and thusa threat 10 Rome. 'or the Druids had


become s symbol of Celtic resistance to (he
expansion of Roman power It was conqueredat last by Agncota in 78 AD.
The heart of Mona's sanctity would appear to bo the islet which clings dose to its
western shore and which is known as Holyhead Isle (interestingly enough, "holy island"
is

one possible source

and the

for the

name

"lone."

on which Imdisfarne Abbey


was built is also called Holy Isle). Today the
most ancient site still visible is the monastery
island

ol St Gybi

Columba and the Kings. Northward


from Mona lies the island of lona. which can
be reached only by taking a complicated series ol ireins. buses,

and

the last ol
which carries the traveller to lona from Phionphorl on the island ol Mull At first sight it
ferries,

hardly Seems worth the trouble, for lona is a


little low spit of land barely more than a mile
long. Yet Ihe clear sea pours tike liquid
aquamarine over the white sands, end the
sun glimmers s*ver through the clouds like

from another world Then one begins to


understand why lona was >n ancient times a
sanctuary, and today has become once again
a place of retreat and recuperation from the
world.
There is some archeological evidence
light

that lona

was

inhabited in prehistoric times.

fulfilled

The High Place*


Unlike Scotland and Wales, England
has few dramatic elevations, and a natural
feature of any height attracts the eye For
this reason, such places woe an obvious setting for elaboration by man Two ol the most
interesting sites are Ulfmgton Castle and
Glastonbury Tor
The White Horse. Travelling through
Berkshire towards Oxford, one may see on
(he shoulder of a hill a series of white slashes
whch prove to form the abstract outlines of
a horse. Like the other equine figures incised

upon the chalk downs

of England,

it

was

held in especial reverence by the Saxons, Do\


it was traced
ihe grass by a people far older
than Ihey a remarkable feat considering

full figure of the Horse can only be


seen from the air or from across Ihe While
Horse Vale many miles away.
Since Neolithic times an annual "scouring" has kept Ihe outlines of the Horse dear.

that the

Originally this

was done by the inhabitants of


whose earthworks

(he

hillfort

No

still

form a dike around the flat summit of (he

dome. Through medieval times and after, the


tradition was maintained by n annual fair
held them Today (ho obligation is carried out
by the National Trust. One cannot help but
wonder by what means ihe Horse will be

megaliths remain, but a circle of stones is


said to have been cast down in 1570 because
offerings were sun being made there. There
also a irsdition thai Druids were still on the
island when the self-exiled St. Columba arrived, seeking a place from which he could
no longer sec Ireland
Columba made lona the launching point
for his campaign to convert the Picis. and
the abbey he founded became the traditional
burial place for the rulers of Scotland. The
bones of more than sixty Scots. Morse, end
Irish kings andotweUains (including Macbeth
and King Duncanl were laid there Even the
Stone of Scone, which now forms the base
of the throne on which Ihe English kings are

crowned,

Scone

is said to

(cm lona.

have

originally

come

to

(the "castle"!

served in future centuries


Glastonbury and the Grail. One of the
richest English sites, both physically end in
legend, is Glastonbury, it is intimately asociated with Ihe Arthurian mythos (another
theory holds that (he enure area has been
sculpted into a relief map of the zodiaci. The
region is one of heavily wooded little hills and

marshy valleys which wore sometimes submerged m ancient limes. The English may
any eminence in such an area an island
(viz. the "isle of Ely"), and some scholars

call

but these were thrown down and replaced by a chapel dedicated to St. Michael.
Alas for the power of the saint, an earthquake destroyed the chapel , leaving only the
tower to Crown the Tor like a gigantic Standliths,

ing stone

The Chalice Well, nestled in a fold of (he


land at (he fool of Tor. is traditionally held lo
be the place where St Joseph of Arimathea
his company built their first huts when
they fed to England from Palestine. With
them they brought the Holy Grail The Well
gives forlh a constant stream of cold pure
water with a high iron content, which is said
io nave medicinal powers. In all the centuries
Glastonbury has been occupied, the Well has
never been known to 'ail.
A third sacred site in the area Wearyall
Hill, where St Joseoh struck his staff into
the ear(h as he claimed the place lor his own
The staff (ook roo( and flowered, becoming
the ancestor of the Glastonbury ihorn (ree. a
Middle Eastern species found nowhere else
in England.

and

Power Point* and Pilgrims


Exploration of places of power can be
for both the scholar and (he pilis advised to search with
discrimination, sifting the legends (o find the
common core of truth within. But Ihe pilgrim
has the option of using the anoWnt sites to
actually experience Ihe past Full daylight,
(he times when such places are likely lo be
(hronged wilh (ounsts. should be avoided.
Dawn or dusk in the off-season is more likely

rewarding

grim The former

to provide a time when

one can sit down and


meditate undisturbed Presumably the best
time for such visits would be ihe greai seasonal festivals. Those who are particularly
receptive may get more than (hey bargained
for, however, so it advisable to takea companion on the quest.
The places described in this article are
only a few of the multitude ol such sites to be
found m the British Isles. The sources listed
below and other similar works will suggest
many others. May your search be fortunate'
naiiiiii
Aub>ey

Burt. Pretostoiic Atvbvr,, Vale

Urweroty

Press. 1979

Michael Dames. 7ha

Abuty

Cycle.

Thames

Hudson. 1977
Evan Hadingham.

Circles antf SrandUig Sione.i.


Anchor. 1976
Gerald Hawk*ia. Sionehenge Decoded.
Fomana. t970
'Alfred Wattlr*.

Books. 1978

The Old S*>gt>t

T>*t*.

Sphere

17

NON-FICTION

You Against the System


The SF Expansion and Solitaire Gaming
by Greg Coslikyan
A

gama has
game does;

do everything o
has to present an
it well. But
has to do something mote; it has to

solitaire

muUiplayer

10

it

interesting situation

and simulato

a solitaire
provide opposition lor the player It must be
difficult (but not impossible) for the player to
achieve his objectives, there have to be
onough interesting things which happen to
the player to hold h>s interest, and the situa-

has

tion

to

be

sufficiently

complex

to

make

playing the game a challenge.


All of this is not easy to do. Indeed, until

level

on a more trivial
than innovations in science fiction gam-

ing

The basic concepts of

ing continue, but they are

are pretty well

gaming
simulated by ousting mechanhistorical

supply, combat, zones of control, various types of movement, and so on The most
ics"

games simulate rather poorly

problems which must be handled

ods, (he

in

soli-

game are inherently very different from


those to be handled in a iwo-ptayer military
simulation The lochniQues applicable 10 one
are not necessarily applicable to another. To
say it another way, until recently gaming
technology was not up to the challenge u'

iii '1

taire

game
many years

the solitaire

was a

great myth at
SPI and in the gaming hobby in general that
solitaire games were impossible to design
Faff of Boms, the first real solitaire game, did

For

it

pnmanly because its rules were


horribly written. Despite this, it acquired a
clique of devoted players, some of
still
very badly,

whom

swear by the game. The two other solitaire


games published by SPI. Woltpack and
Operation Olympic, were both badly received, despite the fact that both had well-written rules. In truth, neither
variability in

tem

outcome

to provide
player.

game had enough

or complexity of systo the solitaire

much interest

Game design is an art form in a constant


state of flu; each year, new and innovative
game systems and ideas are

developed. The

competent designer must constantly look at


and play new products, simply to keep
abreast of new techniques which can be applied to future games. Both Operation Olym
pic and Wolfpack suffered because ihey loo
slavishly imitated traditional two-player

game forms.
Fell of Rome is on extremely interesting
game because it presaged and influenced the
solitaire game It did
everything a solitaire game must: it provided
a variable and challenging system against

development of the

which to compete. If it had had woU-wniten


rules, it would have been on unqualified success. Indeed,

because

it is

a tragedy that it was not,


set back the development
by seven or eight years.

its failure

of solitane games

New Worlds
With the development of sf&f gaming
as a major portion of the gaming industry,
the doors to innovation were again thrown

open. Today, innovations

111

historical

gam-

my sf&f situ

ryconlhctii
military

one be
.

novation in economic techniques - examples bemg After the Holocaust. Stellar


Conquest, and Trailbiarer - and in the techniques used to simulate inter- character conflict - examples being John Carter ol Mars,

War of the Ring, and every role-playing


game ever published
The first system designed to handle solitaire situations was one that can be termed
the "random" method in a random solitaire
game, the player's maior opposition is a set

random

obstacles.

tables

and randomly generated

Two examples which

in

the "response" gome. John Butler field's


Voyage of the Pandora is perhaps the best
known such game; it has deservedly been
highly praised The idea is actually several
years old; it was first used by Flying Buffalo

will,

land

later

per-

haps, be familiar to the reader are DeathMaze land its godchild. Citadel of Bloodi
nd Conquistadoi n DeathMate. the rooms
li.1c.r-:
ugh which the player's
\r\11\
3 generated randomly, as
are the monsters, treasures, and obstacles
Into which they run Thoro >s a degree of unpredictability in the system which makes the
game a process of discovery Citadel of
Blood improves tt>e system by pioviding a
specific quest which gives the players a gi
other than simp
aming about Hiding moi
stersandcommitti g other antisocial acts
Conquistador, even
.IV- n in its multiplayer
version, is largely a solitane game. The players play more against the game system than
against each other They must deal with random events Hike plague and war at homel,
native uprisings, naval and land attrition, and
exhaustion of mines The degree of interaction increases Toward the
d of the game,
when the players are sullici inlly welt establishod
the Americas to cor lemplatewaron
one another. Because theg; me system itself
however. Contndes major oppc
quistador mokes a good solitane game
litssolita
is quite popular).
The great odvar ago of a random solilane system is that r ) two games are alike;
thus, the game car be played an infinite
number of times. In DeathMaje. the floor
plan of the DeothMa/e differs wiih eoc

by Metagammgl to produce

taire dungeon

In

r political one - or one resulting from the


personalities ol characters, [he result is in-

of

as well

is

so at all well
ers put the most thought and effort,
those
days, into simulating military conflict; the

was no game which had done


The problem was that design-

differ

Voyage to Success
The second major type of solitaire game

older

and encounters

Conquistador, random events and other effects of the system are unpredictable. The
great disadvantage of a random system is
that all possibilities are known, all eventualities are right there m the rules

interesting innovations in the recent past


have been
the area of chain of command
and command control, something which

Sf&f gammg presented to designers a


whole new set of problems to understand
and conquer Those situations which deal
with direct military conflict can be adequately handled through historical gaming techliques, others require vastly different meth-

recently, there

playing,

soli-

adventures.

a response game, the system reacts

to the actions of the player by rovealing previously unknown information. In Voyage, for
example, the system reveals the contents of
hexes as the player explores o planet. The
player can find bizarre creatures, alien artifacts, or oven alien civilisations He has no
way of knowing, a prion, what he may find

The information is coded in a set of paragraphs (more than 200 in Voyage). In the
course of the gome. tle player is told to turn
to one paragraph or another and read the
contents therein Players can cheat, of
course, by reading all The paragraphs beforehand, but only masochists who eniov cheating ihemselves of the |oy ol discovery will

do so.
The solitaire dungeons of Flying Buffalo
and Metagamirtg work similarly. In these
dungeons, the players, when they enter the
dungeons, turn to one paragraph, which describes the contents of the Inst room they
enter As the players move through the dungeon, they are directed to one paragraph 01

Greg Coslikyan, a long time associate of SPI both


at *t"f and freelancer, has a number of games
to his credit, including Supercharge. Sword ft
Soicery. DesthMaie, and Return ol the Stamkrss
Sr#e/fl#r He it currently a siudenl ol planelotogv
1

University.

that sooner or later the player win road all Ihe


paragraphs - and the game will no longer be
interesting. It was
response to the limited
variability ol the programmed dungeon that

another depending on the decisions Ihev


make during Ihe adventure. The primary
distinction between a Voyage-style game

and the programmed dungeon is that a Voy


age game consists ol a scries ol paragraph
loops while a programmed adventure con-

DeaifiMaze

wanted a

The great advantage paragraph systems


have over random systems is that Ihev '*
truly unpredictable, anything can. and very
well may happen The great disadvantage is

Return of the Stainless Steel


Rat: Designer's Notes
Late in I960, SPl approached me
about the possibility ol doing a game based on Harry Harrison's Stainless Steel
Rat. Harrison had agreed to write a short
story lor Ares, and to allow SPl to do a
game based on the story for the same issue. While I prefer to design games on

- since
restraints

leel

FHP-tvpc

game he could

There are three landmark publishing


events in the development ol al&l gaining:
SiorForce. Dungeons b Dragons, and Ogre
s :..",' i. .-.-' 7..1-: iN" 'i -.- si i-~>- published by
a major company, the first to prove thai a
market existed end could be exploited That
SPl did not follow up thai publication as aggressively as it should have is a matter which
puzzles even those ol us who work here (at
least in retrospect). Nonetheless. Siarforce
opened up the Held ol st&l gaming lor the

adventure

my own devising

the designer

Landmarks

player continually turns Irom one paragraph


to another, and exits only when he ends the

topics of

solitaire

designed:

play without becoming >aded.

a tree structure. After dealing with


the contents ol one hex in Voyage, the player
returns to the normal game system until he is
directed to a new paragraph: that paragraph
may direct him to others, but eventuaty the
player exits the paragraph loop and moves to
a new he* In a programmed dungeon, the
sists ol

encumbered by imposed

was

agreed, primarily because I very much enjoy the SS Ft series and the thought of doing a game based on diGriz appealed to me.
The story determined what the game
would be about: diGriz invading a space

This problem incurred the consumption of several ounces of alcohol and


much wall staring Eventually, however. I
worked the problem out: the result rs the

generation system in SSP. the


most innovative aspect of the game.
villain

Extensive discussion with Redmond


Simonsen and others failed to turn up a
better method of generating the viaain.
As the system stands, it is possible for a
player to memorize the locations of numbers on the villain chits, which allows him
to determine the

villain.

felt

that this was

station to deactivate

not a problem, because doing so was. in


effect, cheating, and any player who really wanted to cheat himself was free to do

termine the identity of the

SO.

logical to

that only someone who purposefully set


out to break it was likely to do so. Redmond wanted a system which was unbreakable, but since neither he nor I could

a computer and devillain. It was


make the game a solitaire one.
identifiable
opposition
since there was no
the computer, perhaps, and the villain,
but no single entity for an opposing player
to identify with If the game was to be solitaire, had to decide whether to make it a
"random" system game or a paragraph
game, or perhaps some hybrid between
the two. Smce had played Voyage of the
.

Pandora (or the

first time shortly before


beginning design of SSR and since the
fo*s at SPl liked the idea of another paragraph game. I decided to u

The first major design obstacle to be


overcome was the problem ol villain iden
Unless identifying the vflain
to be purefy a guessing game, it was
necessary to have some kind ol clue system. There seemed to be two ways to
handle the problem: ether generate dues
as the game went along and allow the
generated clues to identify the villain, or
determine the identity of the villain beforehand and use the paragraphs to key
the player to the clues which corresponded to the villain. I didn't like the first idee
at alt; it seemed k*e cheating to generate
the villain in the course of play rather than
initially. But the second idea presented a
problem; how does a solitaire player determine the identity ol the villain before
the game begins without knowing himself
who the villain Is?
tification.

was

The system was

come up with

one.

sufficiently

opaque

we left the game as

it

stands.

The next problem to be dealt with


was combat in the game. InitlaTy. my design included a much more complicated
end detailed combat system which was
lesolved on a hex-grid tactical display, in
essence, the system was a ftffor"-style
man- to man combat system, with special
rules lor mufti-hex robots and servomechanisms, and-a vector movement sysfor combat in null G. I was dissatisfied with the system, because it was too

tem

complicated for a simple sf game, and


was more than a little cumbersome. With
deadlines staring me in the face, I decided
to

make

a drastic

change and replace

it

with something simpler


Discussions with Redmond produced the Idea ol the circular combat display
centered on the main character. The idea
was gtaphicaty appealing and simple in
application: I liked it especially because n
served to point up the central role of our
hero diGriz. I expect thai similar combat
systems will be used m future games: it is
another Interesting innovation which
should be credited to Redmond Simonsen.

The new combat system sped play


seemed to work Quite

considerabfy and

lust nme. DbD was the progenitor ol ihe


whole Held of FRP gaming which, as ol this

writing, outgrosses

and

outsells adventure

boardgaming Ogre was the hrst wdery distributed si minigame. and indirectly spawned ai leasi ihiee companies (Steve Jackson
Games, Task Force, and Mayfairi. turned
one into a million a year company (Metagamingl and gave another a whole new source ol
profit

(SPH
fact ihat

Despite ihe

Meiagaming was

the first to innovate with sf minigames, it


was, cunously, not Metagaming who began
the trend toward solitaire games, it was SPl.

With the publication ol

games (Creature,

its first four

Titan Strike/,

capsule

SierGateand

Vector Ji. SPl found itself for the first time in


its history CBSt in the role of the mutator rather than the innovator However. SPl Shortly
piOved that though us minigames might, as

wed. This left the last problem to be

solv-

ed: the paragraphs.

The problem with paragraphs was


one had not expected when began
work on the game: there wasn't enough
variability of encounter on a space station. Voyage of the Pandora was successful as a game partially because the possiI

bilities

for encounters

were

practically

endless; you could find anything and


everything on an alien planet. The Flying
Buffalo random dungeons were far more
limited, of course, but they had a definite
theme and, still, a great degree of variability in encounters. I couldn't put as many
different things on Harrison's space station, simply because the nature of the
story imposed constraints. I couldn't have

dozens ol aliens and government agents


running around because they would have
nothing to do with the story.
The solution land it was only a partial
one) was to try to imagine everything
possible likely to be on a space station. I
read several of the colonizing space

books [Third
be on space

and
what people think might
and tried to
part an education as

tndustriaf Revolution

the l*e) to see

installations,

make SSP at least in

to the nature of industrial enterprises in


space. The solution, alas, is still only partial: I leer SSP has less play value than
Voyage simply because ol the fewer in
teresting things the player can encounter.

Nonetheless, by the time the


-or-you're-a-dead-

"I- want-it- now,

man.- Cost ik van" deadline came around


las opposed to the "deadline." the "nextweek-for-sure" deadline, and the "doyen si>r> this'- this- is a calendar, youfelt ihe game was in
idiot" deadline).
pretty solid shape and ready to go. The
final question to be answered the
I

question which ah solitaire games ask


was: >s there enough to the game to make
it

interesting

enough

to play solitaire?

thought the combination of the due system, the paragraphs, and the tactical

combat system made the answer yes.


The players are the ones to answer in
it

the final analysis.

~C

a marketing conception, bo imitations, ihey


were undoubtedly innovative in system

The

two SPI minigames that were


were DeaihMere
and Jim Dunnigan's Demons. The iwo
games were designed ontircly Independentfi<st

well suited to solitaire play

Indeed, neither designer had any idea


what the other was doing until both were in
ly;

me

final

stages o< development.

ly coincidence, therelore. 'hat

games

It

steam engine time.


Both games were,

in

well as solitaire

It

was pure-

Doth worked

was. so to speak,

our terms, random


solitaire games. Both proved popular,
though Demons less so then DeothMare
Dunmgan lo*owed up his game with Time-

Raaxfer Report

10

Quest 1 adventure boardgemes

22

and gaming The results 0 not add up 10


100% due to rounding up or In *r, t-,,1

Anthropomorphic

answe-s ol "other "

new

the first lime. Voyage


instantly perce-ved Oy

was a

brilliant

game,

Ares readers as such


(garnering the highest rating of any Ares or
S&T game lor many years! lis paragraph
efcVjwed
system
many of (he rules to be abstracted, so that every eventuality did not
have to be covered by lengthy rules (the paragraphs themselves could provide exceptions
to (he rules as (hey stood). Paragraphs provided a h-gh degree of variability and. 'or (he
first

an unknown element
Though Voyage was the first of its kind,
time,

from the

Already. Arnold Hendnck has designed an excellent paragraph


system gome. Barbarian Prtncei\'oi> Dwarfstar Games, a dhnsion of Heritage), and last
esue of Ares saw (he publication of Return
o( the Staintoss Steel Rot. another paragraph
game. SPl a considering publication of Aben
City, a hybrid combining the Voyage and
it

ts far

last

may

13

beet Neil issue


popular

4
13

"new wavn'l

Strategic space
Tactical

space combat

Tactical planet

Contact

in

contemporary selling

Role -playing adventure

4
4
16

15

e
i
12

some game proposals nFeedowe you a list ol iha most


games suggestions and IS* about the

grve lor

I'll

conflicting responses

we

not addressed in our feedback questions.


please tot me know We'ie interested
ting the whole Spectrum ol scxence fiction and
fantasy and do not want to ignore a major division through oversight Address your sugges
bons to my attention.
M>cb*ei Moon

Feedback Results.
flan*

,4 res nr. 9

fern

Hating

1.

OeitaVDe

Economic' sociological 'political

2.

Oewgners Notes

Mmir HtAome

Games

4.

Lasers In

Mythological fantasy

33
7

5.

Film

Quest adventure

24

8.

The Sword and

Sword

sorcery

Ciaiee*y Baaed fantasy


Fantasy

in

contemporary setting

Superhero/ heroic fantasy

Anthropomorphic fantasy

7.13

689
683

Space

6 33

6 Television

632

the Stars

7.

Science lor Science Fiction

6 18

8.

Media

6.09

9.

Books

8.05

'0

Draponslsver Interview

603

11.

Facts for Fantasy

DragonNotes
The Embracing

Horror'occun

rmmasioAMmn

12.

?:

Awi 9

13.

Strategic nvord (J

602
331

491

Overall

656

COMPUTER PRO'S
We need PROGRAMMERS

with Real Time.

On

Line,

hands on Mini experience, as well as Assembler


(COBOL helpful) for NYC. and LA area openings
We also have Nationwide Openings for FIELD
ENGINEERS wilh one or more years solid civilian

Who would have

predicted upon the pubbcaiion o' Ogre (hat it


woubj lead lo a new era in soMaire gaming?
Ye( )( did. and that era, far from settling

or military experience
H our large insert describing ihese opportunities
in detail is missing, please write us for an application,
or send resume to-

down

to stolid rr-ddie age. is still in the


throes of dramatic development Two useful
tools have been developed for application to
solitaire gaming: the random system against
which (he player must compete, and (he revelation ol the paragraph. The two remain to

Laurie Glicknun/Biil Walking

Box

8.31

14

2
8

sorcery boardgamos

have been eeetwng

In the meantime. II you think (here are


Other ma|or subdivisions of the genres wha.p

22
16

New ideas impinge on each other (o produce

And that's part of what makes it exciting


to be a game designer

bound conflict
bound confkci

Alternate hatory conflict

Sftr"conia>nsa feedback suggestion for an historical paragraph system, based on the Flash-

be satisfactorily combined, and both remain


to be applied to non-solitaire and historical
games. His n-prw blein ..., what [hcluture
may hold; it may be thai a whole new unsuspected development in solitaire gaming remains just around the corner.

combat

Strategic planet

men novels of George MacDonald Fraser.


Game design is a synergistic process
results

us >S the vast differ-

10

Future societies I Utopia 'dystopia

form of paragraphs system Also, the current

unexpected

to

Extraterrestrial societies

DeaihMere systems, using both paragraphs


and a random geography. Nick Karp is hard
at work on Star Trader, a multi-player game
with a great degree of personal interaction
which, nonetheless, w*i use a much modified

totally

10

Problem- solving si

Softs) laka

of ihe elements together (or

'

societies

Horror/occult

What is interesting

zones; each lime

all

10

16

Ciassicaay based fantasy

ence between what readers indicate Ihey rend


and want io ho in games and rne response

bounced randomly among various time

brought

Quest adventure role -playing

22

Tme- travel

field

orxcory role-playing

Alternate history

he travelled to a new perihe would refer toa paragraph in the rules


which described the inhabitants of (hat period TUneTripper was not a paragraph game
perse, bultheelementsweie there.
In Voyage of the Pandora. John Butter-

"Hard" if adventure

TimeTrlpper, the player

od,

Sword

scirwcr
mtAOma
Space opera'science fantasy

agraph system

In

sword 6

sorcery boardgemes

an essentially random-method game


whfCh presaged the development of the parTripper,

Tactical

Dunng the summer conven K>ns Ares


readers expressed interest
the resuits of our
feedback questions, other then the ta:trgi of
the articles m each issue listed below are the
average percentage of readers who expressed
interest >) pedicular categories ol l/l roadmg

DATA SAAB
SYSTEMS. INC.

1060. FDR Station. New York. N.Y. 10022, Dept. FS-1


A" oua' Oppewurvrp employer

as the sun. From

this

1843

maximum it grad-

a few subsequent peaks,


by 1866 it could no longer be seen
without a telescope. In 19*0, however, it

StarForga.
young English astronomer

1677, a

named Edmund

Haiiey

was cataloguing

the

from the south At


Helena Halley, who had
not yet predicted the return of the comet that
siats of the southern skies
lantic island of St.

now bears Ns name, was


invisible

from Europe the

extending to skies
stellar nomencla-

ture introduced in 1603 by Johann Beyer; the


brighter stars <n each constellation were

assigned Greek letters, sometimes in order of


their brightness. To a fourth magnitude star
in the constellation Argo NaviS he gave the
name Eta Argus. A later subdivision of this
large constellation, which represented either
Jason's ark or Noah's, caused this star to be

renamed Eta Cannae.


in

the early 19ih Century. Eta

Cannae

suddenly shot upward in brightness, until it


was the second bnghtest star in the sky.
Since tt is about 8000 light years away, and
still outshone evy star in our night sky except the nearby Sinus, Eta Cannae was probably at that time the bnghtest object in the
Galaxy, more than 12 million times as bright

and

it is

now

southern siai which ancient


Babylonian records claimed was subject to
occasional drops in brilliance, Ela Cannae
may havea long record of anomalous behavior
Neither ordinary novas nor supernovas
behave like this. Until the last decade, just
about every attempt to classify either normal
or variable stars left Eta Cannae in a class by
itself It seemed to be m the middle of a nebula, studded with condensations which may
represent the births ol other stars.
Then, in 1969, the far infrared region of
its spectrum was examined for the first time.
At the infrared wavelength of 20 microns,
about forty limes the length to which our
eyes are sensitive. Eta Carinae is the brightest object in the sky outside the solar system.
It is as if the energy distribution of a normal
star were shifted to much longer wavelengths.
This usually happens when light in the
visible spectrum is emitted by a star, absorbed by matter in its vicinity, and re-radiated at
much longer wavelengths. Apparently, the
light that reached us in the middle of the last
century from Eta Carinae was temporarily unblocked by such matter, so we received this
energy at wavelengths which our eyes can
delect Then the clouds of dust and gas rety.

If

tins is the

years, also

Facts for

Fantasy
Edited by Susan Shwartz, Ph.D.
T ho Cults
Celt, the word we use to describe Irish,
Scottish and Welsh people, was never used
by the ancient classical writers to describe
dwellers of the elands. Writers such as Herodotus, whose references lo Kelioi is one of

the oldest extant, speak of them as living in


continental Europe. For Herodotus, the
Keltoi lived somewhere near Ihe source of
the Danube Writing a little earlier, Hecateus
whose works have not survived) describes
the colony of Massilia. or Marseilles as it is
now called, as being located near the land of
the Celts. For the Greeks, then. Cells were
one of ihe major barbarian peoples who lived
west and north of the western MediterraI

nean, and beyond the Alps.


The fourth-century Greek writer Eporus
counted them among the four great barbarian peoples of the known world - right
up therewith the Scythians. Persiansand Libyans. By "barbarian" the Greeks meani nonHellenic and non -Greek speaking.
About a quarter of a century alter the
death of Herodotus, northern Italy was invaded by Celts coming through the Alpme
passes. The Romans, who would be dealing
with them for the next several hundred

came out, but in

This inltared source is actually a dusi


shell one hundred times the size of the Solar
System. Around that is a nebula known as
NGC 3372. (This is its number in the New
General Catalogue; "new" here means
1888.1 In the vicinity are a number of hoi,
bnght, young blue-giant stars, an association called CAR OB 1 ("Carina Object" nr IK
A ring of gas around this region is expanding
at 20 kilometers per second: if this expansion
is tracked back, it must have started about
10.000 years ago.

started getting brighter again,

In

still

the infrared.

just above the threshold of naked-eve vtsibili-

Edited by John Board man. Ph.D.

formed, and the energy

ually declined, with

until

them

Galli,

used the term Celt, but called


standard among the people call-

ing Celts Galli or Gauls is Julws Caesar. This

was in the west.


In ihe east, the Celts

As tor ihe people who lived in Ireland


Britain, in the 6th Century BC the Celts
undertook a voyage from Massilia past Gibraltar, out along the Atlantic coast to Tartessos. This voyage, probably not the first of
and

type,

marks the first time

in Orion, and are called "cocoon


stars." Presumably, in the Interior of a "cocoon star." a very hot star is just in the pro-

found

cess of forming, and we see its light only after it has filtered through the dust and become infrared radiation. Ela Carinae, by this
analysis. Is a "cocoon star" whose cocoon of
dust is beginning to break up, giving us occasional glimpses ol the star or stars ms>de.
Eta Carinae is so bright thai many stars
must be In the process of formation. Its present energy output is equivalent to 3,400,000
stars of the sun's brightness. II ihe stars being
formed in Eta Carinas are brighter, however,
there could be fewer of them. Should they
be Class O stars, the brightest variety known,
there need only be about ten of them.

beginning of the second millenium BC, ihe


Celts had spread across Europe and had
begun to tredeand use metals
The Cats. T.G.E. Powefl.

assumed impor-

tance in the fourth century. In 336 BC. while


Alexander ihe Great was campaigning in
Bulgaria, he received a deputation of Celts
from near ihe Adriatic. Two generations
later, hordes of them descended upon Macedonia. These were some of the chiel branches of the continental Cells

its

Eia Carinae is not. after all. unique Oust


clouds that emit heavily In the infrared are

that the classical

world learned of two islands, leme and Albion - Greek forms for Eire and one of Ihe
more poetic synonyms for England. It is
possible that Canhigiman explorers touched
at these isles. What is more generally known
is the voyage of Pylheas of Massilia, about
325 BC He refers to these islands as the
Pretanic islands (Pretanic= British). This
name is a misunderstanding of the Welsh
word Prydam, which the Latins mispronounced as Britannia.
Though textual sources begin no earlier
than the 6th Century BC. ii is thought that
ihe earliest Celts migrated into the lands
where classical writers round them toward
the end ol the Quaternary Ice Age. By the
ninth millenium BC, primitive hunters and
fishers had spread out across Europe. Then
in the fourth millenium. Neolithic wanderers
spread from the western Mediterranean
along the Atlantic to the British isles. By the

New

York:

Thames and Hudson. TSBO

CaWc Goddess**
Some of

the Celtic goddesses were spir-

of fertility while others were bringers of


death. What readers of Celtic mythology will
notice is that they seem to have multiple personalities. In some cases, for example, three
its

goddesses shared the same dominion. Brigit, Anu. and Dana were considered deities
fertility and prosperity Anu and Dana
were generally confused with one another;
they were the mothers of ihe gods. Brigit,

of

vastly similar to them,

brought
ited,

was

considered to

It was said thai she


food to houses that she visleaving as a token of her presence a

watch over

childbirth.

plentiful

footprint in the hearth ashes.

tle.

Other threefold goddesses ruled in batThere was the Morrigan - or Morrigu.

which means "Great Queen," - Babd (carrion crowl, and Macha, also a sort of crow

whose food was the heads of

warriors killed

These goddesses caused confusion


enemies of their human favorites. Sometimes they materialized in animai
form to persecute one particular fighter. For
In battle.

in armies of

example, when Cuchulain defended a fori


agamst ihe many challengers that Queen
Meeve sent against him, the Morrigan
wound about his legs in the form of an eel
and then shape-changed lo a wolf, 'lightening herds of cattle into stampeding him.

7'

Something similar is happening, but at a


more advanced stage. in the well-known Orion nebula We see the bright young Nuewhue giants of the Orion nebula at a presumably later stage of development, after the coEventually, to iudge
(torn the evidence of still older cluster, they
begm to draw apart and separate in
the
older
stars
in the Orion accuspace, as
mulation are already doing

from the southern


towards Antarctica

South America

tip of

An

island arc indicaiesa place where an


oceanic plate is being forced against another
plate, and is pushed under it. subducting

coon has broken up.

back downward into the earth's mantle


Once, m the earth's past, on island arc

w*

apparently got caught between two con


tmental plates that drifted towards each
other. Ever since the Meso2C*c, India has
been dnfiting north and east from Africa,
from which it split off at some time in the distant past For many millions o' years India
was an island continent, but eventually it ran
into Asia, and has been pushing against this
largest of the earth's plates ever since This
pressure has produced, on the border be-

Mo-itm mnwStt

P*ok> *"-.. 1976

The Sideways Island*


The

island arc

recurrent feature of

the world's geography It consists of a row of


islands that usually lorm anarc across a body
of water The Unned States includes such an

which extend from


southwestern Alaska across the northern
island arc. the Aleutians,

almost to the Kamchatka Peninsula.


Another such arc starts Itom the southern tip
of that peninsula, and curves southward, including the Japanese islands, the Ryukyus.
and Taiwan. Geological continuity with the
Asian mainland indicates that these islands
have split oft from Asia and drifted to the
east. Two smaller island arcs exist m the
western hemisphere, where material from
the Pacific basin has been pushed eastward
by the lorces of plate tectonics until they
have invaded the Atlantic These are the
lesser Antilles, in the eastern Canbbean.
and the barren, frigid islands that extend
Pacific

Most powerful among the goddesses

whom

for
Cuchulain's enemy
Like the queen, she was ruler
and warrior
prehistoric mound called
Maeve's Lump, near Sligo. was probably a
Site of ancient Maeve worship dating from
about 2500 BC. and was built, according to
archeoiogisis. by the Neolithic forebear ers of
the Celts. As mother and destroyer, Maeve

was Maeve,
was named.

very much akin to the triple goddesses


of other Indo-European mythologies, which
were portrayed as having both a bright and
dark side

was

7h*

/tawv>y of UMtnf S"

SctioMfi. ana* Xing*


1981

..Sihedran lto. Bra*-,

The Tuathn de Danaan


The Tuatha de Danaan. or Children of
Dana lone of the aspects of the Triple Goddess), arrived tn Ireland

with four

gifts, ac-

cording to the medieval annual LeDor Gabale. These included the I ta fail, or coronalion stone, which screamed when the rightful king of Ireland put his foot upon it; the
spear of Lug, which fought by itself; the
Sword of Nuada. which slew its proy at the
first touch, and the caldron 0' the Dagda.
which perpetually kept itself full. (Lugh. Nuada. and the Dagda were Celtic gods, Lugh a
heroic young chief tam. the Dagda a powerful fertility deity.) When they landed on
Ireland's shores, the Tuatha burned their
ships so that the enemy might not see them,
and that they might not be tempted 10 return
home. They wrapped themselves in a black
fog and marched inland against previous invaders, the Fir Boig (possibly. "Belgian
men"), who found them on a mountain in

tween the two

plates, the

Himalaya Moun-

tains, the earth's highest.

At one time there seems to have existed


as island arc between the Indian and Asian
plates. As those plates plowed into each
Other, the islands were turned on then side
What is left is Kohistan, an almost inaccessible district in northern Pakistan, southwest

Karakorum range and north of Islamabad, the country's capital. Thirty kilometers
of rock, which in most of the earth 15 arranged vertically, lies on its side in Kohistan.
of the

geologically similar to the


Complex in South Africa, the rem-

Kohistan

15

Bushvddt
nant of a much older island arc. A mere 100
million years ago the geology of Kohistan
might have looked something like the Alcu-

Sligo.

The

Fir

Bolg challenged them to bal

tie, end Moytirra. the "Plain of Pillars,"


became the site of a battle greater than any

before After lour days, those of


the Fit Bolg who were not killed were routed
to the outermost islands.
The Tuatha were also assailed by Foin Ireland

morians, savage creatures

some

archeolo-

gists now believe might have been relics of a


pre Celtic pantheon Timeandagam. thcFo

morians came out o' the sea to attack people. Again the Tuatha fought at Moytirra
Every warrior was asked to contribute something to the struggle. Especially powerful
was Diancecht, the physician, who said he
would heal the slain, provided they had not
been beheaded or had their spines severed
Against them was the Pomorian champion. Balor of the One Eye. His eye opened
only on the battlefield, when four men thrust
a handle through its lid. Once the 'id was raised, thousands of men died from the poison-

ous fumes it omitted During thesecond battle of Moytirra. Balor

was

challenged by the

young warrior -god. Lugh. He opened his eye


the better 10 see his challenger, and a simg
stone struck him in it. thrusting the
poisonous eye out the back of his head
After Bale's death and the deaths of
Ihe few Survivors were
driven back into the sea. from which they

many Fomonans.

have never emerged agam


lh* ftorrtmo 0*

WHW. Sfm,

Sewtnun

III*,

Srfwto'S am* KHft.

B-owv

Stone Circles
Geoffrey of
gist

Monmouth.

British apolo-

and spectacular raconteur, wrole

m his

1136 epic. History of the Kings ol Britain.

harw of the present day. but the Bushveldi


Complex dates back 1.960 million years Tn<s
region,

m the Transvaal, is rich in platinum,

chromium, and other important minerals, if


Kohistan should prove to be similar in this
respect as well, one o< the poorest countries
in Asia has inherited a real windfall from the
former island arc.

P,cklc<i Polish

Rhinoceros

Take one adult male wooty rhinoceros


ICoehdonin anttquttatts) and completely immerse in salt swamp. Make sure that there
are oil deposits in the vicinity so that the
animal will be preserved in a mixture of on
and brine. Let it remain for aboutthirty thousand years, or until the heavy furry coat has
dropped off the skm and formed a wrapping
about the animal Remove the rhino from the
pickling mixture, and the skin from the rhino.
Mount the animal, using techniaues appropriate to contemporary mammals, in the
Zoological Museum o< Krakow. Poland
Be very careful to get the mixture exact.
In
I". ii.amc 1
another ! ~<:n j,-y.

found nearby,

in apparently identical surroundings, but with nothing other than the


skeleton remaining
Next: a recipe for freeze dried bison, a
sample of which maybe seen m the Smithsonian Museum

nw/M** B|omHn

tsn

that Merlin moved the "Giants' Dance" from


Mount Killaurus in Ireland to Salisbury Plain,
it became known as Stonehenge
AmbroswS and Uther Pendragon are said to

where

be buried under it. These stones indeed


come from the Irish-Wessex trade-route. In
if Killaurus is the same place as Kildare.
there are several stone circles there that are
quite similar 10 those in Wcssex where

fact,

Stonehcngo lies
Without considering any further what
were or may have

the uses of stone circles

lor what one would like to befaeve they


were), we do know that ol the vast numbers
of stone cMciesin Celtic countries, the maiority of large open stone circles
Britain may
be lound an along its west coast, particular Iv
<in England) in Cumbria and Cornwall Outlyare
found
on
the
ing examples
east coast of
Ireland and up north in the Orkneys
did those circles get lo their sites?
For Neolithic man. water navel was often

been

How

easier than travel through dense, trackless


forests and swamps. Like settlers and traders, the sees

along the western shores ear-

ned the great menhirs and dolmens to Brittany or Ireland, or to the Orkneys Along
these shores can be found megalnhic tombs
It is oeriam that dugout canoes were unsuitable for travel and trade m these waters,
which can be extremely treacherous - let
alone for transport of greet stones Epenments by modern areheologists hint thai Smber framed vessels as long as e*jht meters
and capable Of carrying up to ten persons
ninety miles a day may have been used.

These boats had two advantages: they were


easy to build and easy to beach
Ur

i.r,

Prmt

19

'

the weakest in the film Whereas some of


the art
the various vignettes quite good,
every return to the frame is a clunking
reminder to the eyes thai something is not
quite right.
What also is not right is the writing All
of the stones which make up Heavy Metal
are stock, shallow stones Outside of cabdriver Harry Canyon, there are no characters
wn.cn involve us in their tale - none that we
is

RlmG

Television
HEAVY METAL
wd

any sympathy for or particular bond


with. Callous, empty, banal or simply mediocre, the people (robots, monsters, warriors,
druggad-out aliens, etc.) who populate the
Wftyy .vfcra/f ilm do not concern us
feel

Mogul

Oifimil Atl and SiocMa: Hxhtftl Coiten Angus

'

ism

'-.- -

years back, a new mega/me hi


the science fiction/fantasy stands which
promised a lot The public was led to believe
lhal il would contain the best
new. offbeat, darling adult stories and an. An
Americanization of the French Metal Hurianr
supposedly would delrver the finest in European graphic stories, translating into English
the stuff of wonder and amazement which
wc had never seen before
Unfortunately, the p'on ises did not
quite match anyone's expectations.
Now. Columbia Pictures offers to "take
you beyond the future to a universe you've
never seen before. ." The universe is the film
Hmvy Metal, and once again, the promises
do not quite match anyone's expectations
Do not get me wrong - much of Meaty Metal <s very good, made up of a number of
shot features, the trim offers a great deal of
excellent moments. Good moments, however, do not necessarily a good film make

HeavyMeraVstartSoutwithabang The
titles

are truly impressive

From

this

final

touchdown landing

in

front of his

house. It is fairly festive, happy stuff, accompanied by a Waring, but well-paced rock
piece by the Atlanta-based rock "it 'oil band
Biggs Upon entering the house, he is greeted by his daughter 10 whom he shows something he has brought back from space. What

he has brought back

is a green orb which


proceeds to consume him in a grisly fashion
and then chase his terrified daughter through
the house
The orb comers the girl in another
room, and begins to tell her its tale It is the

Loch-nar. the sum of all evils in the universe.

Supposedly, its power infects all times, gal


axles and dimensions To some it is a trea
sure, to some a god. to others a bauble to be
treated with no regard - but it is invincible,
evil, and the film's narrator.
Thus does Heavy Metal find its framing
device. Unfortunately, it e a wee* frame
which in the end makes no sense at all. The
orb is all evils, and yet rarely does it do anything evil It watches over a number of
senseless happenings, and a few silly ones,
but it evidences very little true evil.
Beyond the minor problems of the
frame not living up to Us own boasts, the ma
|0r problem is that the animation of thclramo

together well The framing device


apart under

lalts

the

The rock music picked for


the movie is competent but not inspired. It is
mererv background which neither enhances
nor hinders: it is ornamental, not functional,
which, sad to say. basically sums up th* entire movie.
slightest analysis.

Heavy Metal is an uneven, empty moLike so much modern entertainment, it is


rough, violent, sexy and colorful, but also
gratuitous and pointless In theend. the new
Disney release Fo* ana Wound comes across
more favorably; since it lacks the usual Disney brand ol sappmess. us violence becomes
much more frightening because the audience cares about the characters, whereas
there isn't anyone or anything to care about
vie.

boost

for

.-.;iji.--Un

opening

mesh

used to unite them

n Heavy Metal
Sadly, what could

A few

Splash of Colo* and music, the audience is


whisked into a segment wnach features an
asi i onaui who pilots a snazzy silver spotscar
down through the atmosphere, making his

not

have been a true

animation in this country isa weak.


/ii

1,1

uri:. (nil

Hli'-:.iri-.ir.l'in li'.c.i'.i

t-

.:|i-;lnrr

,\iv

>'i-r>

Christopher John

CHICHEVACHC

**~mnlfi*~l->*<ll

me and

then backed out of the tunnel into


the open air.

We were on a hillside

Worse than the characters, however, ore


the tales through which they move All of the
stones are simplistic, so much so that most
people's reactions to even the most "frightening" sequences have been "So what?"
Some ol the stories do not even end; they
simply meander off into pomtlessness. with
the green orb popping up suddenly to gloat
over how evil it rs even though most of the
lime it realty is not involved in the action
The final death kneH, however, is the
closing story of Taama the Defender. The
lost o' a race of -nmortats < gods, or wamwe're not told
ors. or leather -freaks
which), she is given the task of avenging a
slam people. Taama silently accepts her mis
sion, and then ndes out on her big cute bird
to do her avenging She kills three men neatly, but then is captured rather easily, tortured
by ihe villain, and thrown into a pit to rot.
Her bud manages to escape and save her.
She is finally confronted by the master vil-

who attaches a little buzzsaw to his mehand and attacks her She has a
sword which appears to be three feet in
lain,

chanical

length his weapon is maybe five inches


long - and vet he stashes her repeatedly,
while she cannot even nick him. It takes a
bite on the villain's leg by her bird to distract
turn long enough for Taama to win.
For the most pan. although the rotoscoping in the piece loots quite good, the
longest segment of the movie is a dragging,
laughable bore.
Still,

therearesomegoodbits The New

York cabbie, the coke-snorting ak*r*3. the


bomber filled with zombies. Captain Sternn.
and even some of Richard Corben's Den
come across very weal. It is only the attempt
to rumble them all together wnich injures the
film The pieces picked for the film simply do
.

"Run!"

said. "It

may change its mind." We ran untit we were


near to dropping, down slopes, up slopes,
across flat stretches ol thick heather that
tangled our feel and tripped us finally, we
collapsed together on the sward. For a long
time we could do nothing but gasp in the early

morning air.

"The sun's coming up." I finally said "I


think we're safe now"
"You didn't kiH ihe monster " She said.
There was no tone of accusation, n was iust
a Statement
" Are you disappointed?"
"I'm akve. That's enough."

I looked ai
her appraismgly for the first time Despite Ihe
.

so

-..i" :-nu

::!.

.vr

thick with d<rt that

.I

:l

l',r-

ili-'W.fel

couldn't

tell

l.iir

its color,

she was quite attractive. "I've a horse at the


inn in town," I said "Your husband probably still riding for Caerleon. With luck, well
be able to meet him on the road when he returns with Lancelot
"Lancelot?"
"Surety you've heardof him He'soneof
Arthur's better knights His methods are
more orthodox than mme.
She took my hand again "You needn't
worry that IH tell my husband of your 'unorthodox' methods. In your own way, you did
rescue me. For thai, I'm grateful

"

And she was. she really was. She lay


back on ihe grass, smiling up at me. smiling a
very peculiar, very gratelul smrfe How could
Irosistsucharequest?
A close brush with mortality >s a fine
remedy for any delusions of morality thai a
person may harbor My quest was more Successful than had hoped Further. Lancelot
wiu be only too happy to "finish" trie |Ob by
searching out and slaying Chichevache. He's
l

good at thai sort of thing. And in that way he


can get his honour back without having to
cleave my skull. Oh. he won't see it that way
at first, but I feel confident that I can change
his mind. Each sort of virtue has

reward

its

own

not

Mediq
Continued Next Year:
Stay Tuned for Part
1

The

flip-

Hop

is

probably the most ironic

and regular come- uppa nee mechanism in the


universe Harlan Ellison asserts that he is
very much in business as a writer of fantasy
fiction since reality sod fantasy have flipflopped, occupied each others' positions, in
'hel9?0"sand80's
it is also a convenient way to describe
the thrusts of programming for television and tor film have swapped places in the
space of the past decade The chess pieces
of the game responsible for this switch can
be jargonized as SequeMhink. MiniSrieS.
and a concept that goes a little further back,
the Big Lie While theatrical films try to go
the TV route with sequel after sequel, the socalled TV "mm>-sers" attempts to identify
with a film-like "epic" format for a medium frightened witless by true epic scale.
Independent fictional narratives for film
are lindmg less and less shnlt at the bo office recently - at least. ! seems that way
(lacking a conspiracy
some dandesiine
meeting-cell beneath Hollywood's corridors
of power) Despite 1961's record grosses for
summer films, the paucity of original screenplay material is massive: if you don't believe
it. just check out how tho barrel is scraped to
fill that category,
como Oscar time. Most
screenplays llei's face it) are en tier stolen
from written fiction ("adapted"), stolen from
other films (i.e.. the tidal wave of imitative
garbage that came in the wake of Star
Wars), are remakes of oldster favorites ("updates"! or are sequels to previous track stars.
Tho series approach has recently become a
vogue noi only
film, but in genre publishing: in both cases, chrysalid story concepts
are waived in favor of something possessing
a financial history that the moguls who control both industries can trust.

how

Does anyone remember what the anthology format did for TV drama? It produced the larger part of the medium's most timewortny work There are few continuing
character series (excepting that old standby,
the western) that have lasted as long
syndication as have Outer Limits and Twilight
Zone, yei somehow the anthology series became voluntary outhanasa for TV producers, who became convinced viewers desired
characters with whom they could identify

week

week. But the idea of "audience


identification" has become corrupted, today,
it means exposure to series characters who
after

repeatedly do things so stupid, or so amoral,


that the viewer is compelled to watch the
show regularly 10 reinforce his own selfmage in the face of fairytale excess.

The sister concept is now dying out in


film The ugliest tradition initiated, unfortunately, by Coppola's Godfather films - Is
the production of sequels so devoid of individual identity thai thov are assigned mere
numbers lo differentiate them Halloween II.
Friday 13th II la lampoon. Saturday the l*th.
s upcoming I. Superman III. adnauseum
To try to consider the TV flip side of this
phenomenon seriously is laughable, since

one

of the mini-series that

chased the

success ol Roots has ever succeeded in


evoking the scope ol a theatrical Mm though they can ape the lavish monetary
waste of the big guys. It Is not rust ihe physical limitations of TV as a viewing device
that crushes the comparison, but the watering-down of drama and the shameless padding of soap opera staples that must inevitably cater to the dictates of standards endpraences - ihecensors

Likewise, "serial" films deal


progressively blander plot coinage to avoid diluting
their mass appeal, censoring themselves in
pursuit of the atl-important PG rating. As
with TV series, substance is overridden by
pyrokmetics. and even these are rarely conelusive, since there's always another episode
yet lo come. Best of all. one film is often a
multimillion dollar commercial for the next
film in the serial.

Of course, film

serials

are nothing new.

between pulpoid
The Purple Monster St/ikes and
today's episodic wonders is that the former
either But the difference
bill - fillers

like

did noi operate by plotting rules outmoded


by some forty years, while current potboilers
exhibit no sense of disproportion whaisoever
at putting technical polish and story neanderthalism side-by-side. This is where the
Big Lie steps to center-screen, assuring The

viewer that the same old song 'n' dance is


something dynamically 'rrjsh and revolutionary. Failure 10 recycle film chaff horn the war
years interestingly can be defanged by the

hoary "homage" defense: success with


unoriginal elements can similarly be excused
by the warcry: "Well, ain't we wonders; we
must've stroked some Common Chord in the
Great Amencan V wing PuMd"
Broadly Speaking, then, a Startling number of new fiimsareoW films if not straight
sequels, then follow-ups to the books and
prior films to which they owe there existence Many such film try to key the "timeless" feel by referring to themselves in classic,

genre-book terms Superman is announ-

"trilogy." like the Omen films, and


Star Wars, with its characteristic overkill, is a
trilogy of tmogies. Episodic TV has been

ced as a

defined as "shows at the end of which


everything must be as it was in the beginning." and since current TV steals source
material even more freely from movies, the
dividing lino between them gets ever foggier
The serial imperative governs more production dollars lately, victimizing original
screenplays.
Serial films are the kind that "key into
and reinforce the subconscious imagery that
forms the cultural matrix of mass psychology." according to Norman Spinrad, as opposed to "the kind that calls your attention to
what's really going on and freaks people
out."

And what were those record -grossing


summer films? Wham, bam: Superman II
and Raiders of the tost Ark With movies like
these accenting television approaches, the
presence of advertising on theatre screens

becomes |ust a little bit creepy.


David J.

Schow

Books
Starcptnner, Dale Aycock.
Leisure Books. 52 25

The House Between Worlds.


Marion Zmmer Bradley. Del Bey Books, $2.50

Systemic Shock. Dean


Ace Books. 52 50

Ing,

Park, Larry Niven & Steven Barnes.


Ace Books. 5695 tirade paperback)
Octagon. Fred Saber hagen.
Ace Books. 52.75
Their Majesties' Buckets***. L. Neil Smith.
Del Rey Books. 52 25
Schrodinger s Cat 111:
The Homing Pigeons.
Robert Anton W>on, Pocket Books, 52 50
Shadow ol the Swan, VI. K Wren,
Berkley Books. $2.75
According to Alexei Panshin. there was
a time in the late sixties when everyone
seemed to be writing stones about funny robots These days, everyone seems to be
writing stories about gaming. It will be interesting to see whether this is swnpiy I he fad of
the moment or an enduring trend
The first of these stories is LBrry Nrven
and Steven Barnes' Dream Perk. The Dream
Perk is a conception which should excite the
imagination of every FRP player - an
amusement park where customers may
spend days or weeks as pan of a programmed adventure Holographic technology and
a plot-line conceived by a "Game Master"
are used (o produce a convincing adventure

Dream

to enthrall the imagination of the players


The adventure takes place on a 128-acre lot
that has been elaborately set and programmed by the staff of the amusement park at the
direction of the gamesmaster. The cost to
participate in an adventure rugh, but the
amusement park makes most ol its money
oil ihe movie and enieriainment rights from
the adventures it runs.

The plot of Dream Part is a mystery on


levels: first. There is the mystery of the
adventure to soivo Dream prk adventures
are what FRPerS call "pocket universes",
they each take place in a universe sei up by a
gsmesmasier for the purpose of running a
single adventure, each universe having rules
and restrictions of its own in addition to taking part in the adventure, the players must
discover and apply the magical laws that
operate
thai universe. In Dream Perk, the
universe is derived from the mythos of what
has to be the most absurd cosmos conceived
by tho mmd of man - that of the Cargo Cult
I witch doctors magickmg Sikorsky helicopters out of the sky and so fonhl A group of
malevolent Cargo Cultists have taken over
two

most of New Guinea and now threaten to


conquer tho rest ol the world. With the aid of
Ihe last remaining dee tribe ol the island, the
muepid European adventurers must recover
a secret weapon from ihe Guincans and
make the world safe once more for democracy. \ Raiders of the Lost Archtpetago?)
On another level. Dream Park is a murder mystery One of the staff members of the
park has been murdered and a secret technological discovery of the park's owning corporation stolen The Cruel of Security lor

Dream Park must discover ihe culprit and re


cover ihe Invention; at evidence indicates
that one ol the adventurers has commuted
the deed Thus, the Chief must join the adventure end play in n while attempting to determine Ihe identity ol the criminal.
Dream Perk is Niven's best novel m a
long lime. It shows flair and imagination not
evident in. lor example. The Magic Goes
Away: the mult Move! plot is more than Intriguing enough to hold Ihe reader's attention
Too. Ihe premise ol the adventure is eioup
tionaty funny, though Nrven never plays n
for laughs. Ail told. Dream Park is even
worth ihe cost ol ihe trade paperback
{wt*ch. thankfully, is not padded out with
bad arias so many oiher trades seem to be)
Octagon is Saberhagen's gaming novel
deals explicitly with Sranveo. Flying Buffapopular play-by-mall science fiction
Flying
Buffalo "Berserkers, Inc "I, The protagonist
is Alex Barrow, a man recently out of the
armed lorces. who goes to visit he uncle,
Robert Gregory Gregory has made his fortune
computers and applications, and inli

lo's

game (though Saberhagen renames

troduces Barrow to the game ol Siarweb.


Gregory wants to covenly contact en okJ
("end In New Mexico, and sends his nephew
there. ostensibly lo visit Berserkers, Inc., to
sound them out about investing in the company (something Rick Loomis would. I'm

sure, be
in

happy to have happen).


Barrow decides to take over a position
a Siarweb game, and shortly discovers
s killing his opponents. While
d wi|h a friend, a robol enters his

with his own initial disbelief and that of his


co-workers in parapsychology.
Gaming enters when fj is discovered
that a somewhat nebulous group o( guardians guard the gates between worlds to prevent the use of the gates by one world 10 Inflict aggression on another. To while away
Ihe time ihey Inaturally) play DBD. Ihe protagonist speculates thai they might have iniroduced D&D to our world in order 10 gain
helpers and acculturaie people to the idea ol
fantasy

ders

n (lees
by the

connection with the murder.

It

Ipi

poll

becomes

dear that the Siarweb game. Gregory and


his Iriend in Mew Mexico, and the murders
ere ail related Barrow must discover what's
going on while preserving his life - no easy
ask when all the computers on Ihe planet
inked
but
i

>

against h.m.

Octagon is a good mystery novel which


explores a rather interesting theme the idea
thai a clever programmer can manipulate
records and programs m our computer-based world to his own ends. Saberhagen's
prose in Octagon is somewhat livelier than in
ho previous slyle-neuiral novels evidence
lhai he continues lo develop as a writer.

Marion Zimmer Bradley's Ihe House


Between Worlds also deals with gaming,
though less explicitly than Dream Park or Octagon. The protagonist. Fenton. is a graduate student in parapsychology experimenting with drugs which might trigger paranormal responses The drugs, in (act. trigger out
of body experience, fenton discovers thai
while out of Ihe body he may travel to
another universe as a "tweenman," a ghost
with limned ability to manipulate solid objects. The universe 10 which he travels proves
to be a sort of Land of Faerie, inhabited by
an given people called the Ailar They are
under attack Irom a third universe linked

own and

both
to ours; should the
third universe's attack be successful, our
own will also come under attack Consequently. Fenton must act to save both the Altar and earin. Simultaneously, he musi deal
to their

feel

about ihis possible threat to their copyright I


The House Between Worlds is a pleasant (antasy with more action than is usual in
a Bradley novel Since Bradley stopped writing Darkover stories, her writing has suffered; she hasn't been able to develop a theme
as interesting as Darkover. In Moose, she's
discovered her voice again. It Is recommended.
L. Neil Smith's Her Majesties' Buckeieers is a very nice book which you should
purchase at once. It takes place on the planet
of Sodde Lydfe. in particular ihe Empire ol

Great Foddu.
all

o(

wfxh

specifically the city ol

One ih ing leads lo another, and he


winds up in rVWIV's equivalent of the OSS.
his primary mission being counierinielligencewiihir the US Naturally, this consists
mostly of 1 issassi nations ordered by an
American gc ivernment becoming mcreasingly tyrannies
as governments tend to do
under the pressures of war.
1

1,

Despite the vagaries of the plot, it is


clearly incidi intal to ihe main purpose of the
novel: lo lell Ihe story of WWIV. While Ing's

technology

and his history

for fi ttcinsting reading, the book is


not las Danion Knight claims on us cover)
tembty "plausible ." There's a i.m,i to how
much batter i ng a nation can take and contin-

ue to

ued the destruction wrought by

fight.

a full-scale n jelear attack would cauSt havoc


orders of magnitude greater than thai inflicted by any pr svious war. To expect any country to coniin ue to funcnon ai ihe level posit-

ed by Ing H simply
;

Maihas.

story

from

silly.

The

fact thai the

does noi distract


Systemic Shock is still en ining bool
the fat

is

less than plausible

ils valu e.

The protagonist is My/rrymsiWOfteWoom,asurmak*

sbeen n

is interesting

makes

are inhabited by a irisexual

(third sex) paracaieurisi (doctor) in the service of Their Majesties' Buckeieers la civil
service which combines the functions of
policemen and liremenl. The technology is
19th Century or early 20th; gas lighting

ihe Appalachians when the first

ir 1

strike hits, ai id manages to avoid both ihe iniliel radiatior and Ihe initial pandemic.

iripedal race called Ihe lamviin.

;ompani
iduai. I
g ihe wrong ir
shortly sought

and multiple universes. (One won-

how Gygax and Arneson would

expedition

>Hy replaced by electricity, the

Robert Anion Wilson's Schrodinger's


Cat III: The Homing Pigeons is the third m his
hilarious, philosophically insightful, and bizarre series The three novels all deal with
modern physics, episiemology. alternate realties, and witchcralt, m which Wilson be-

jmobilesareoniheroad.
otdu Bizmou, a reknowned

lieves (or professes lo beive). All three


novels lake place in an alternate universe

itural philosophy, is

(and some variations thereof! which is similar


to our own Viewpoint jumps Irom characier

blown up

giving a lecture on the sub)eci of ascerisronism levplutionl. a heretical


and unpopul idea. (Descended Irom cacile

II) I

Mav. with Myrrty as compani


ed to the case and ir
icted h
1

sreassign-

ethen

s of scientific detection and


deduction to solve it And solve it Mav does,
with ihe flair of a Holmes.
Buckeieers is an appealing novel, for
three reasons: first, the characier of the ali-

who are very human while remaining


very alwn; second, the Victorian character of
iheir civilization, and third, the apparent
verve and enjoyment with which Smith
writes. It also has the advantage thai Smith
has apparently decided thai preacl
the best way to get his ideas acros
Buckeleers contains fewer long passagi
talking
about pod lies than Smith's provioi
The single such passage In whic 1 the pre
tagonisi discusses evolution with t
bigot - is. in fact, enjoyable rather than
deadening Smith is improving.
ens,

Dean Ing's Systemic Shock is a World


War in novel. Actually, he calls it WWIV. but
WWIII is depicted as a one! exchange of a
nuke apiece between the Soviets and
Iho Free World WWIV is the biggie. Ihe one
where no holds arc barred.
Systemic Shock is primarily a novel
single

about technology,

in

ihis

case about the

technology ol destruction. Ing depicts the


effects not only ol Ihe devastating weapons
we have already developed, but ones sure lo
be developed in the future biological,
chemical, airborne and submarine. Ii has a
pk>i to be sure Ted Quantrill is on a hiking

universe, events C
not occur soq jentially
but apparent , a-i- ndom.
All of this is
ttni to illustrate Wilson's
assertion that objet live reality does r ol exist.
that the observer rilluences reality through
his observation
Wilson is aitem Dting to
generalize from tl ie Uncertainly Principle
(which says some thing ol ihe son > lo the
macroscopic world la philosophKa lly mterestlng but scientifically dangerous Ideal In
essence, he claims. we each live in a -eelitydf
our own construe):ion which intera cts with
the realities of others, bul no object te reality
can or does axht. Telling a story n a *sjoinied manner, ji imping Irom mir idsei to
mindset is thereto" 1 rather natural.
Schrodinger's Car / dealt prima "ly with
Ihe anthropological idea I hat humai1 beings
arepnmaiesandlh at human societies exhibI many of the fee' lures of primate behavior

which

c 'in

Schrodinger's Cat II dealt mostly with Questions of epistomology. Schrodinger's Cat III
considers the Question of value: what gives a
good or service value' What societal consideranons give money value? Wilson's conclusion, of course, is thai it's all a magnifl-

Schrodihger's Cat III proves once again


Wilson is one of the besi and most inierwriiers of whom science fiction can
Above I've made it sound like the
uellectually lough sledding, and in
i.-.
I. At the
ceptionally funny. Wilson's style is unique
;:,:;,

(though heavily influenced by Joyce), his

effort to gather the various parts together,


and have left pulling gaps in the overall
structure (Computers, for instance, are vir-

Games

tually ignored,

no more than

(hough robots - which are


speciaiirad computers with
- can be used a*

mechanical attachments

Star Patrol
Pnlfjn: M<ctuiM Scou Ku<wk. HtK'lanO

Ruo

page luto booklet, iwo 22' * 34" 0ilrt, *hool ol

o-rdbovil cul-oul irguiM. 8 poMwdifll (hot, boa.

Gvnetcmncu. 15 00

As tf lo perveisely refute a lime-honored


diche. many role-playing games can bo
fudged bv Iheir covers. Consider iho siarry
sky ot a bleak, forbidding planet A spaceship, bound elsewhere, streaks between
three orange and yellow moons Three figures dominate the foreground a short, bipedal feline, a human male, and a human female. All are firing energy weapons, though
in widely disparate directions. The greengoggled feline, clad in loincloth, plays the
noble savage to perfection, snarling his rage
at the unseen enemy The helmeted man reeither shock or anger, and protectively
acts
drapes his arm around the woman. The
woman, whose red hair rs unbound and
whose eyes are unshielded, spons a demure

exposure of cleavage The emblem ol the


Star Patrol - whatever that is - ssuperim
posed in halo above the man's head

We

can ignore the woman, who is pictured for the benefit of adventure gaming's

non-player or player characters.) The rationale for the game's future also seems curiously undecided, veering erratically Irom 'hard"
science fiction io space opera and back
again There is nothing intrinsically wrong
with combining those two science fiction
it just has 10 bo done mote carefully
than it has been here, whal with the operatic
elements Impairing the credibility ol some ol
the scientific extrapolations.

genres;

The simplicity ol the design is, in many


ways, a strong point It makes the concepts
easy to absorb, excuses much of (he obscurity in the rules writing, and offers a refreshing
contrast to the convolutions of sevotol other
role-playing games. (I (irmly believe that the
theoretical "beat" role-plaving gam*? will
havea minimum ol rules to allow a maximum
of role-ploying. Yet,
continue to design
more or less complex role-playing games.)
However, the game is unsatisfying as a
whole, because the referee is forced to invent his own solutions to far too many basic
design omissions. A simple role-playing
I

game should serve as an introductory vehicla


for the novice

Not so with Star

Patrol.

and we need not

which assumes an impressive, instinctive


grasp of the ins ands ouis of rote-piaymg on

search for Freudian implications in any of the


facial expressions, as the cover is drawn in a
style which does not allow tor the ready incorporation of subtle psychological implications The use o' weapons, however, ishigh
ly significant. This motif indicates that me
combat system is intended to serve as the local point for most adventures That the
woman's energy weapon fires a blue ray and
the man's a red one is a more cryptic clue
The guns are not part of a his-and-hers set,

the pa rlo( the players.


The character generation system uses
the traditional six characteristics railed on
three six-sided dice Strength, dexlenty and
constitution define the character physically,
mentality (read intelligence) and personality
(read charisma) define him mentally; and
luck gives the referee an excuse to exincate
the character from the more awkward situations into which he blunders A series o* percentile rails define everything from locomo-

as the feline's gun also projects red; theretore, the color differentiation translates to an
extensive weapons 1st. That the feline is as
prominent as the two human characters informs the players that non-human characters are possible in the game and, in some

tion (you

largely

male

clientele,

cases, encouraged

The essence

of the

moons and the un-

earthly landscape are obvious

star

symbols

for

and planetary generation systems.

(There

is

no graphic reference to the empha-

sis on planets,

but surely carbon -based

life is

not expected to frequent stars The absence


ol any sign of civilization corresponds to a
lack of rules for population centers and inlorbeing interaction The design of the spaceship - thankfully not the usual phallic symbol with fins - shows superior taste end previews an interesting ship-to-ship combat and
movement system. The Star Patrol emblem
misleads us into thinking that all campaigns
necessarily exist In a similar universe; the illustrator should have realized that artistic
license has no place in symbology.
This picture's thousands words are exhausted before the game has been adequately described. Sur Paiml is a rather spate colI

lection of loosely

connected subsystems

These systems are often charts and tables


explained by the simplest of rules. The designers do not appear to have made any real

loo can be a hexaped) to penod

(read technologica: level of civuiration ol


bir(h) to home world giavity to extraordinary
powers A special capabilities lable allows a
character to have "cyborg replacements,"
psionic powers, and heightened natural sonsory equipment. The problem with the randomness of this system - philosophical quibbles aside - is that peculiarities such as
trisexual

control

humans with

the abilities of mind


infrared part of Ihe

and of seeing the

spectrum occur without explanation. K the


system is io reward the better dice-roller (an
evil hardly unique to ihis game), it should ex-

why his character is whet ii is. Suspon


5*on ol disbelief is as essential to role-playing
plain

as its to fiction

The professions

are,

basically,

char-

acter classes. Soldier, engineer, scientist,


astionaut and other (read lack-ol- other -1 our
trades! are further divided into ten skills
each, with some overlap. Players who hope
lo emulate such stock science ficlion characters as the factor (Poul Anderson's Nicholas
van Rijn). the spy (Anderson's Dommic
-

laumer's RewJI have to invent those professions

Flandryl, or the diplomat (Keith


tiel)

dam

scratch. This lack

is

especially perplex-

as Anderson's novels are cued in the


The players will not be much
better olf oven it they do choose one of the
ing,

bibliography

regular professions.
skill

Though progression

in

levels is carefully and well explained, the

use

of skills is
fifth of them.

covered

for only

about one-

Creatures and robots are generated in


roughly the same way. the series of rolls determine general (unction teg., janitor or om-

and what amounts to combat capa


The choice of robol attributes is pretgood; however, the concept ol completely
randomly generated robots is a silly one.
Robots are machines (and ccnputersl made
by man tor specific uses. Janiior robots are
not going to be found out on ihe mesa, and
robots with air cushion locomotion aro not
designed for the oftlce building. This problem repeats throughout the design the chart
and table oriented systems suffer from in
ternal illogic. which could have been remedied by staggering rolls in succession 01 by
providing guidelines as to what combinations of attributes are permitted or suggested
nivore)
briities.

ty

for play.

Creature creation is objectionoble for a


wholly different reason. The end product is
indistinguishable from a monster generated
for D8D. Magical powers are now passed
off as the wonders of evolution, which
means we get such Saturday night specials
as fire breathing, mind lures, energy and life
force absorbers, elc There are far more
plausible - not to montion strange - abili-

which are
and they don't
ties

wonders ot evolution,
happen to have combat

Iruly
all

usefulness.
I

am

coming

also dubious about characters

into constant contact

wh potential-

dangerous creatures that have to bo blown


away or stunned H we accept ihe premise
that hie has evolved on eniremoiy few planets, then the beasties proposed by iho creature creation system will be incredibly rare.
To propose thai player characters, out ol
ly

trillion sentient beings, shall fmd


more than one of those lifeforms during a
decade - let alone a year - a a statistical
absurdity If ihe characters must do battle,
let them lake on other sentient beings Such
beings can be inlmitely more nasty, more interesting, and the trap of odapting a fantasy

several

molit unsuilod lor science tiction is avoided.


Pslonics may woll be an inevitability in
science ficlion role-plaving games, though
they, too. are probably loft overs from fantasy The human brain produces an extremely hmiied voltage, which could allow lor clair-

voyance or

telepathy, but

makes

teteportation

telekinesis hard to explain as anything


but magic. Precognition is a gallon drum of
worms, its existence presupposes Oilher

and

predestination or limited futureward time


travel, which are fascinating topics which
have loo Utile lo do with the merits of Slur
Patrol to be worth putsuing ai present. Sul
tice io say thai the psiomcs system is the
most unonginal one to be found in any sf
role-playing game, and is quite functional
The character movement and gravity
systems are quite realistic, and do not chew
up vast amounts ol playing time if a calculator is at hand Both are more detailed than
they could have been, but this is the puce
paid tor emphasizing the combat system
The text prefatory io the combat system
ingenuously informs the reader ihat the best
adventures are those that stress problem

solving in lieu ol danger, which lefts him immediately that the combat system is the
au. ol ihe game II ft* designers have
skimped on any portion o' the rules, they

more than make up

tot it here They sucto the fantasy syndrome of tfying to


catalogue every known weapon tn existence.
Starting with roe* and club The mechanics
are not unlike miniatures' men-to-man com-

cumb

encompassing initiative, encumbat


brance, hat points and AFV's of all shapes
and sues Payers who >*e to vary the methods by which their aggressive instincts are
rules,

i*:
.:

''-'I

in'

''.

-";[!>

iv

n- "ii' -i.r.-i- for

ong while

The siarship combat rules are easily one


of the strongest features ol the design, its
antecedents are n Lou Zoccftt's A hen Space

(which

is

also published by Gamesciencel.

though

this version benefits from ten years


o' sophistication tn design techniques Play
is on a large. Ilat Surface Isuch as a floor),
shio movement is handled by a vector ruler.
wt"ch is easily the most elegant solution 10

language, with occasional breaks for comic


relief. Keith Laumer's Groaci "wear agile
socks": a character with the thermonuclear
skill can "trouble- shoot thermonuclear systems. |ury-rig failsafe goer, create now systerns, and so on." Lessee. I take my leadcoated hairpin and. .
The interior an is endearingly cartoonish, depicting the best in 1930's anthropomorphs (including some cats with which
Bugs Bunny would gladly shareequal billing)
and bug-eyed monsters. Also featured is the
slowest missile ever fired.
Star Parrot is a failure as a game, largely
because of its incompleteness The designers display flashes of brilliance and a latent
lor elegant develcomeni. but much too infrequently 10 make this a useable game. His an
excellent collection of ideas for sf rote- playing, and I would recommend it highly to

someone

interested in an accessory for Traveller. Space Opera, or Universe. Role-playing is an elastic enough genre io permit a
game to fail at us stated goal and to succeed

play keeps track of the various locations and


their damegestates; a ship is generally elimi-

as something else.
Some readers will undoubtedly complain thai covers to other role-playmg
games, perhaps Traveller, are well nigh un.Pooh.

nated by the loss of. say. the Me support


system than by being smashed into nty-btiiy

Arms Law

the two-dimensional vector problem (and


could work for three dimensions, as soon as
,

,,,,.-,

.,.

,i: i|,: ,--

! uc

,:

a ,-

hi

ni:,-

piece* The texi -near is the rather amusing


infotmation that one should move the ship
model at least 670.8 meters when it lumps
the minimum distance in hyperdrivo The only real drawback players might have with

these rules

>s

lack of access to

SpsNLaw

calculator.

ale is the equal of or better than its counterpans any other science fiction rolc-ptaying
game Whai $ never answered, as usual, is

how itinerant adventurers ever gain command of a destroyer and maintain their
authority
Stellar

and

planetary generation sys-

tems are always in danger of becoming obsolete simply because those scientific theories
are in a state ol continuous change. Now
that Universe and Siar Pauol nave attempted to reach current state-of-thought, we can
evaluate sf role-playing games as simulations, rather than twarre reinventions of
science Both games make about the same
number of factual errors iSrar Panel's major
la*ng is that it does not allow for anomalies
like the Alpha Centaun systeml. but Star Patrol a much mora ambitious in scope. Universe has tremendous visual appeal Take
your pick.

24-moo

nM lw*Wni. 8 dvm tfm. bo>. 117 SO

on Ciown

frwiw. ii 50 |M wcisyn

was

only a matter of lime, looking


the whole dreary business, before
some role -playing company contracted War
in Europe disease. The fust oulbreak occurred in the sleepy Great Lakes town of Lake
Geneva, where TSR Hobbies infected
It

back

at

enough growth hormone into DttD to bloat


it into Advanced 060, spanning no less
than five volumes The next outbreak came
in New York, where Grog Costikyan and
friends sei to work on a rules set to dwarf the
Encyclopedia 8/iiranica (Delivery has been
promised before the turn of the millenium.)
Now, there is talk of a statewide Quarantine

where Iron Crown Enterprises


IICE to its cash customers) is methodically
releasing one Sub system per year for a
mammoth fantasy role-playing game. These
three diverse entities have wholly succumbIn Virginia,

popular science fiction, including such diverse data as Slaver disintegrator statistics
and Merseian characteristic modifiers. This
is cerwjn to please sf literature bulls (all
sources are acknowledged I. who may now
confure with semi-official statistics for the

ed to the "bigger is best" syndrome.


The Arms tew system is actually a hybrid by birth. Itowesaiarge debt to the longrunning "how to do a 'realistic' fantasy combat system" argument. Spell Law's ancestry
is a bit more nebulous: there has always been
a desire to do the "perfect" magic system,
but very lew have inveighed against the Vancian concept of magic Iwhich was borrowed,
m part, for DSD) asa bad thing.
Arms law is. surprisingly, an uncomplicated combat system with a very strong
wargame flavor. The detail is confined to a
separate chart for each weapon, which in-

croationsol their favorite authors.


The tot of the rules often degenerates
into a debauched fifih cousin ol the English

cludes the effectiveness of that weapon


against each ol tho twenty dillerent typos ol
armor. For pa.n end misery fans, the package

a scenano generator of
The mistake of being too detailed is
avoided tthe referoe must bo given some
Lastly, there Is

sorts.

room to exercise his imagination), but Travelifc'eTibodiesiaf supenoi ttotk in


|SnM
The designers borrow extensively from
-'-

cttitlcei hit

number

of spells

must be prepared

in

the

course of several rounds, as we later learn in


Spelt Law, but there are plenty of useful
spells which can be cast with no waiting
time. Then come missiles, preceding movement and hand-to-hand combat, in that
order. Finely, characters orient themselves.

Orniahon

is

a worthwhile innovation

for fantasy combat. A character must try to


orient himself when waking from sloop, after
suffering a hard blow to the head, after taleporting into Ihe middle of a melee, etc.
character who faes to orient himself freezes
or fails to react to a threat of which he might
have been peripherally aware Isuch as a sud-

den attack from his rear) This is not, perhaps, a painstakingly accurate re-creating of
shock and the general confusion of battle,
but short of the
acceptable

real thing, n

a more

readily

The maneuver mechanism works in a


sm*ar fashion. The releree judges the difficulty of the player character's intended maneuver llrom "easy "to "aosurd"l, and then
roUs to see what actually happened. As with
othw parts of these two systems, the range
of results is lairty predictable il a roll of be-

a working

The care and handling of starships is


Oscussedatlengihand. to be fair, the ration-

rounded out by the typical gruesome set of


tables
The sequence breaks with tradition by
placing magic in the leadoff spot IMagic is
usually placed last as a balancing mechanism, proficient magicians are generally the
most powerful characters to play I
good
is

tween 06 and 95 is assumed The low and


high end rolls cause spectacularly successful
and abysmal results. Thus, a character who
rolls less than 06 when attempting an absurd
maneuver Is likely to kill himself In an extromely ombu-rassmg manner.
The actual combat mechanics are typical offense- adds /defense-sub tracts percentile r*co-roil readouts. For those who have
not stuOed Advanced Role- Playing Gobbledygook. this means thai iheattacker roBs tho
chce, adds his nei modifier ilor weapons,
skill. Quickness, etc
and then subtracts the
defender's net modifier. The appropriate
chart is consulted, any damage recorded,
and the two have ai again. Unusual rolls re)

it

quire that special charts be consulted

Damage comes

in

two

different forms:

concussion and critical hits Concussion


hits, as the name implies, eventually result in
.....

,.

hits

do

.,..,. ...

...,

-.,.,. ,,.,.

,,....

-, n

,.-.

sorts of unpleasant things to tho


best not discussed
front of
small children, nervous people, or after hearty meals.
Arms taw claims to bo a step forward in
victim,

all

and are

the field of realistic medieval combat It documents Ihe differences of spetahc weapons

versus specific types ol armor, but (here are


enough minor errors to keep it well shy of
perfection. Swords are listed as having an
average weight of around 7 pounds; generally, the straight sword about 3 pounds, or approximately ono-fiftieth the voders body
we^jht. (This piece of rmsinformahon lloats
around in many supposed authoritative
books on the subject. ) Full plate is an invitation to be knocked unconscious, and is far
worse than half -plate in this respect Assuming ICE'S and my definitions of full and halfplate are the same, ihet numbers aro extreme. The voluminous padding inside a full

plate suit made heat prostration the greatest


AltM to the occupant, excepting a skilled
opponent. Despite these and other minor objections. Arms Law is certainly the most
technically accurate medieval combat
simulation on the market.
The haws in the play of the system are
not so easily dismissed The first is iho need
(or constant reference among forty - lilty
when SpeH Law is used charts. The most
convenient arrangement, which each player is entrusted with the charts for five or
so weapons whilst Iho referee retains the

critical hit

and summary charts,

still

requires

an annoying degree ol paper shuffling in the


midst of a game Secondly, though there are
rules for how chaiaciers attack monsters,
there are no rules for how monsters attack
characters Short ol the bizarre spectacle ol
a dragon grabbing a sword or other forged
weapon to defend himself, the system
breaks down at this point There are rumors
of a Paw or Claw law to correct this
disastrous oversight.
The rules to Arms /.aware exceptionally
clean. Once the basic concepts inherent in
the rules are grasped, and a method of
speeding up the paperwork is arrived at. the
system plays quite well Until the monster
craziness is cleared up. H a pointless to compare the system toothers already published
SpeH Law is a good example of how a
promising company can follow success with
botchery The basics of the rules are familiar:
the attackcr/spellcaster adds his bonuses for
proticioncv. etc. to a percentile roll. This
grves tarn, assuming he succeeds, a modilier
to the defender's resistance roll. The defender/target then rolls to see whether the spefl
takes effect, adding his modifiers to the percentile roll The extremes result in backfire
and particularly effective casts

ICE gees wrong when the design becomes complicated The research rules are
unbelievably painful to wade through, and
Still hazy after three readings
The magic

system almost completely breaks

down

in

the spell books themselves. About one- third


of the spells are explained well enough so
that interpret a l ion is rarely

needed. Another

third grve enough of ihe general outlines ol a


spefl so that the referee can make an on the

spot ruling which win hold up for at least the


duration of the expedition. The last third demand the immediate use of the nearest paper
Shredder

The permutations in the magician profession can be learned


character limits
himsell to certain types of magic once he de
cides to be a mage: the more narrow his concentration, the easier it is to achieve the

highest level spells Upon this base Is built


various codes indicating when and how the
start to get lost as a
spell may be cast
series ol definitions are roaed out to explain
key phrases within the spell descriptions

We

Finally, the spells themselves can plunge mio


arcane argot, which the designers may even
understand Most of the spoils do not have
this drawback, but with all spells so closely

weak links cause the


whole thing to begin to unravel.
The terminology strives for a fantasy
feel, and ends up as oral flatulence. Does the
player character want to cast a "Misfeel" which is not an enjoyable pastime with an
interrelated, several

obliging

young lady

or

an "Undoor?"

There is crafl to the naming of spelts, as Jack


Vance has demonstrated. There are simple,
descriptive words in ovory dictionary if the
designer is stumped for a name
The designers also have a morbid prcoc
cupation with the slow debilitation of the human body An unhealthy number ol spells
concern the repair of more organs than one
would think he had in his body. The critical
charts for Arms law particularly reinforce
the game-designer -as-ghou idea.
recent article in The Space Game sar
donicaify commented that the phrase "compatible with any role -playing game" meant
"compatible with
think it's Interesting 10 note that ICE's successful product
lives up to the former claim, and SpeH law
fits only the latter. This company has promise Hopelully. theywill recover to fulfill it.
hit

060"

Eric Goldberg

Computer SF/F
Software Reviews
The following reviews are of games for
the Apole'" microcomputer. The games are
noted as being solitaire or multiplexer, and if
the latter how wen the players interact in the
Games ore rated Irom
(bestl to E
orstl in the categories of- 1 1playability. 21
simulation accuracy, and 3) overall enjoy
merit. Unless otherwise noted, all games
make use of the Appte's hi-res graphics and

Smc

all

are on disk.

Thai Wizard and thu Princes?


On- Lino Sy a tarns
solitwre'adventure

A/na/A
It

you're

any fan of computer advenis one of the most amazing,

tures, then this

intriguing, fascinating, frustrating and


graphically appealing adventures around
Without trying to spoil anything or give
away any of the toys of discovery, the idea is
to rescue a king's daughter from a nasty wizard. Old tat for
buds, right? Well, read
on' You'll have to find her first, but before
you get to that you'll nave to explore a lot of
ground, come up with a variety ol weapons
and magic items, learn to sail, fight, solve

DBD

riddles an entire adventure just jammed


packed mto one small disk! And done in

some

of the best hires graphics in sparkling


colour that you can imagine. Any TSR 80"*
user accustomed to a text-only adventure
will be bowled over by the screen displays.
And it's tough! No easy task to even get out
ol the town you begin in (Want a hint? See
the last line of this review. I it is a real
challenge and fun to bootOn-Llne seems to produce some of the
top software Irom what I've seen. Their

Apple

is a registered trademark; ol Apple


Inc. TSR-80 is a registered trademark of Ta ndy Corporation.

Computer,

graphics are superb, action good, and games


well designed. The hint to get past the
snake there is one (count 'em, one') rock
alone which doesn't harbour a scorp-onl

Good luck

BUI Budge's

Space Album

Top Of the Orchard Software


4 arcade style games

3 solitaire.

rwo-play-

er loxceH&nt interaction!

BIC/B
Bill Budge is a wizard of the Apple much
Loo Chnstopherson is o< the TSR-80
may not be his best work but it's one of
the best values for the dollar now around and
provides a lot of tun and excitement. He has

like

This

two other games I've played: Raster


Blaster Ian unbelievably good computer pinbell simulation) and TranqvUiry Base la lunar
lander simulation from Stoncwarel All are
superb'
There are four games in tins package:
Asterisk, a simplistic version of Alan's Asteroids with three levels of play Ithe ship, however, stays in me center ol the screen and
can only rotate in place and fuel. Death Star
(try your ship along the channel, shooting
down enemy lighters and gun emplacements a la Star Wars, to finafly fire a torpedo
at the exhaust port., you know the
scenario) : Tatl Gunner < lire at Incoming ships
from your tail gun emplacement): and the
two-player Solar Shoot Out (two ships orbit
a central sun trying to blast each other while
avoiding passing asteroids and comets).
Despite ihe simplicity o( the games, this
is exciting stutf and lots of tun to play. The
highlight of the game Budge's graphics,
written

which continue to improve with each game


he produces. It's a game of paddles and fast
reflexes, and having lour games in one package allows a lot of variation in one Sitting
Good stuft and well worth ihe money.

Planetoid*
Adventure International
soUtalrc'etode s tyle game

A/na/A
This is Simply enough a version of the
famous arcade game by Atari. Asteroids. It is
nicely done with great graphics and nice
sound routines, and the player can even
choose from a number of different play options, including exploding fragments (nicely
done), gravity and killer asteroids (attracted
to your ship).
Planetoids makes use of- both paddle
and keyboard: the former to turn (he ship
and move, the latter to (ire and make hyper
space jumps This is a little awkward since it
requires two different kinds of coordination
and both hands are kept busy continuallv.
Use ol a keyboard alone rmght have made
the game less awkward. Still, it's enjoyable
and otherwise weft done. It's a must lor tans
of the arcade game.

Readers are welcomed to send reviews


for consideration to Games, c/o Ants
Magazine, or directly to Ian Chadwick. 15
Bideford Ave. tXQ. Toronto. Ont. M5M4C2.
Canada Software authors are welcome to
send their products for review and playtesting to me as above also.
lonChadWck

GAMES RATING CHART


SCIFNCE HCIION H SCIl C[

AM

t
I

a.

wsw

D sum* b Smw

am \w
SPI

hMUn n

im GWrr

SPI

619

i^itWIHV)

San
iw<Ni*m
vwml &
7. Of*

60MMM

Van

ttaOcfbr.

11

1r4

17.

Surfed

Stdai

Ii

faMrS

IS

Crarv Evmilrti

ii

U-.1

IlfAVMMF

Vrkn

>

>

d to P*a.
~ Spaxfjon
D r-atn'-i

ft Wim*

h...

-,.

NBC

M*r
B bnifl ""
n st*

us**

8PI

Ml

IB

SOW

7/7T

II

IM

.'i

MM

Ml

11

cp

Ft'

Ii

11

311

FBI

QOW
Jl

dm

IJ

Tfl

II

!.?

."I

!(

tl
'1

,')

f.l

nm wIM
n in
IB

i
z
g
1

1
1

u
U
U

7.0

SB

41

1
i

'ii

Ii

'0

...

7
7

10

',.'i

U m
1

Yi

HK

r>
77

in

u
li

49

BO

in

i
1

13
1

171

-,

fi7<i

1.7

in

'

57

'-1

MM

IYI

U6C
IC

771

IP

in

WuMklB

1H1

BDnrshlM
DO

MM
M

li

DC

77

TBI

ug

ID

i-

*K

10

u
u

ia

ia

u
n

Tii

fcl

u
U
m

rj

iU

Ml

II

io

*o

71

1?

imvi

";

3.

EBiPiM

L'.

MaA

II

10

I
I

m
m

Dsaan

.I

AkmSpo

U
10

Ii

IS

li
Ji

'.'

''dirtii

Cbobu

EMIiiik

DmaVi

fi

Sm

mm

lirt

ll">

4
a

B
M

II

II DdtOE

*^1

I
E

44
43

Arnhkatki 1MH

'

ill

11

RUII

II

41

SPI

IM

17

37

Si

IC

Ml

17

7*

B 7J

SB

700

17

70

t Aitanun

(may

1 *ftart

11

10

10

10
IB

LDMniSOrur,

EG

r^

:*

IC

101

to

17

II

au

IO

i.j

:.'

B M

10

17

-o

671

amth

i7

a owthiM
MpmOBoIi

IS

17

V
u

U
u
H

10

71

(0

10

10
IB

li

ft

TC

HI

IB

17

t;

AswrHObD
iMdvaHiH

i.'

|0J

iii

Mil

-_i

1:

t.

M&C

it

li

21

SPi

vm

71

<M<iTnli

IB

li

71

IWnrarNlhcf

imi

hi

U
H
S
*

WnWraQMli

IPS

DwM

Ginftr

IflCM'

AnMilDMn

;h

61

ft.

LI

tl

BDR
t>1

Hi

Computer software

H 11
I

"

Ion

Chodwick

70
in

70

U hand Cm
I-

Gi

B SO
B

II

71

II

SB

17

I?

4i

ID

61

'1

10

PI

IMrtlwHuit&r

4t

AnMiGnan

TC

"

'1

n
SI.

u
B

Si

SJ

4J
1

17

u
a

51

61

SfdtiaMa

SI

'iMiaij

-..i.i

A*

ni

rM

i/a

40
'1
'1

u
u

1
I;

V HI

<i:.i-

ChMmri

IM

a>M
buna

MU

17

10
10

7?

i.f

li

61

14

"J

SI
TP

l-i

a d

10
70

U
61

va

11

64
17

II

IB
60
Ii

NH

tbHi

ti

11

tMpa

Lir-.

01

< m

U
'i

ii

,0

10

Birun

li

10

19

*J

am

PI

SI

II

an
tvwmCWB

a
i

li

si

4.4

(include a sell -addressed, stamped envelope) to the respective editor of each


section.

60 Spinythorn

>i

turn

is

Hi Cofiam

i*

:'
:

lhWilii

BJ

Id

tin

41

4hh

II

10

li

70
SO

u
u
;

IC i

damn. T5* - Tmral SiuAai "im* T*H


'P-r0rtB (Hihiiatoi*

cith-

M5M 4C2. Canada.


Role-playing adventures: Gerry Klug.
do Ares Magazine.

Payment for reviews appearing in ^res is


2 cants a word or double that amount in
credit good towards the purchase by mail
of SPI no n- subscript ion merchandise. All
inquiries and all reviews must bo accompanied by a self- addressed, stamped envelope. When submitting a review, please
include your name, address and form of

Co

nur.l Siuttm Cwuo: *G


Caint. flP-F Paul*.
VJfl m
JKkioi Garw. SPI Si. titcj 'kibHaeava Mc
SS - ><"OhI
Sorn: TC - lh Oiaonar: IMi - TMI OTOA

lfl

ti

Cbc-o

n ig-Ej

IB

0*.-

Oamw LMa>Ud Inc fn.T-r.niai GDW-G*ir. DBgwi


"'in-lv GO : .niroGamii GnrS - QifinBinn. GS - Gbhw
Sannm; GW Ckma WnOKo LM MQ-HmltM. Cwn-i.
JG - Judwa Owlrt. MQC UrOgtmnQ Ci*"Km OSG - Opwa

10

c/o Ares Magazine or directly to 15


Bidetord Avenue #303. Toronto, Ontario

boardgames. We are looking for reviews of the most current releases by ell
gome companies. It you are interested in
reviewing games, please send an inquiry

BPkmUnp

i niva

1 WnanbiWnn

m m

sf/1

List.

TC

MU

i-i

SI

I
7
1

er

19056.

S<nW

OCMI

71

i-i

IB

n 5>Miiuu>i

Starting with llio next issue ol Aiss.


Games column wrill be expanded to
cover siVf computer soltware pioducta
and lole-plaving adventures in addition to

PA

MoMMnVowm

47

.1

the

Pood. Levittown,

41

5J

USMnttad

II

17

a raw

A res

Boardgames- Steve

1177

'.1

'7

nia
HGC

u
Mi

'i'.'

BIMI.

VWIH
Dmr

in

1
1

S!
li

a
3P

B lOi UvBavth
S Saow

11

Mw a to Wrr*
KEnnvaf
CabnDdli
H,-.i,/>,

tun

I?

Ft

17.

Pi

IP
Trji

rf

m m M

IT

BJ

sat
1

II

KBmPkM

OWnaail

10

SHgw>

Submitting Reviews
for

7t

31.

71

q 'miitwi

D DUQKm&OlVM
I

Ii

'.II

li
it

-1

i*:

TSK

Smoi

B Di*hllM

1Mb StiGMbn
.

11

is

71

ii

7$

HI

15

U
u

ID

111

90

MtninrWmBWB

li
in

IS

)
i

ii

OS

, I

Qnn

IraMnSfmOrNan

u
u

'-i

I
a

Mi na

'mo

1,

* u !t

ia>

re

Aa

I S

** Vntk

:u-

71.

ro

7J

KC

61

Tl

it-^

.ImraMZa^w

IM

ii

InWai H

i:

HI

71

17.

in

IS

77

MiMGwa Cwwt

Sll

VP
TP

ID

u B
P
u

7B

11

!1

so

IM

B-a*

a.

in

t:
!!
^3

17

u
u

U
u
is
m
u

u
R

UK

GlftQ

Cmrn

17

c.-

.-i

a AbMtow
S&rtd
a cmjti
a AaM&Hnnrv
P Rmu dm N M->

i?

a M u

9urbm

Q AiHid

El

>

fi-w t-

Ml* Sa

:,

u
u

Ml

lirti ii

TT

IB

'19

II Llim.ui

''

jp

a
a

57

II

u LD

in

5a>CLen
lirMr

n U

31'

'i

u n u
U u

-I-

5ur*

II

'!,

Vnif

'.

67

Ii

n to In

47.

II

B
u

II

"I.-

It

ft)

TimWir

-.1

:-.

cupm*

BR

y,

Id

II

u
u
u

m mHIm
*

Ml

tHafelnri

:;

SPI

Mi
.[ii

a.

11

*>

hi

;:.v

a two it*

II

'

;.i

in

IS

'O

J.I

m n

75

O
U

so
su

10

n m

i:vim ..

11

Air-

11

a M *

u
u
u

b
o

;ri

I-firltwei

;i

IB

11Cni>Mn

.ij

pi,

E.

IB.

419

HGC

si

>)

H.

II

lim

&

-"l BomitaHn.

Gmman;

- T.r

'CME'VMy 1mtj |M

e>*"*'*

nu-Wd nnonaie
morwi.
UAimo
(ht rdiHv* oamelnWir nl "w pawa on a anla ol 1 nr-own u9

liUyml tni

Ifc'Sri-BBiniipwwriiBOOC*

gaa Winn

Sni.4i <

0M-'>

iHb

nl

H n."

til-a nlay an a

CoWw

>W

ftt

nnai-f an

payment ("cash"

or "credit"! on the cov


your Social Security number
must be included on oil submissions.
Payments will be made within 30 days of
publication. Note: SPI reserves the right
to combine or modify materials as necessary, though proper credit will be given to
the authors. Reviews and illustrations
cannot be returned. In no instance, however, can SPI assume responsibility for
manuscripts and illustrations not specifier letter;

Should the author's material


Ares, the author assigns all
and interest in the work and
any copyright in the work to SPI end its
assigns, absolutely.
cally solicited.

appear

rights,

in

title

A Regular Feature for

jjragoriflotes DragonQuest Players


by Gerry Klug
At recent conventions and via player
correspondence, have been besieged with
requests to design and incorporate a system
foi the creation o' non-player characters and
I

human opponents

(guards, soldiers, etc). I


often surprised at these requests, since
they are asking for a "system." and I have always thought of the process of creating
NPC's too important to leave to the randomness ol any sysrem However, since so many
of vou request it. I will outline a simple

am

method that I. if were to use any system at


would use.
First, a word concerning my view ol
NPC's within fantasy campaigns. They are
I

all.

the only source of information the players

have about the world ihey exisi in; a good


these entities to control that
flow of information so as to give his players
just enough to keep their interest peaked
Since they are also me GM's big chance to
role-play, he should enjoy them; thus their
creation should be carefully accomplished.
create every NPC. enemy, and monster out
of my heed entirely. Possibly, this does not
give the vanety a die-rolling system might;
however, I am assured of a cer taJ n consistcn
cy about these people. Players in my campaigns olten have remarked on how believ-

GM will utilize

able

my

my NPC's

fertile

are:

can onty hope

that

It

is

mmd which has created such veri-

similitude, not

simply serendipity

Remember also thai m DO.


and weapons are taught to

all

skills.

spells,

the player
character by N PCs. and the G can control
what skills, spells, and weapons his player
characters may acquire by limiting their avail-

a G M fears that a Web of Oregon Flames Sped (S-ll. Fire Magics) is too
powerful, just prevent any NPC from knowing it, o' make the price for the purchase of
such knowledge expensive. (I've had GM's
ability.

Thus,

if

complain 10 me about the very spell, saying


it was too powerful. I asked, "Who gave it to

them?" They answered thai they had. The


only thing I could say was. "You deserve all
you getl"! So. on to the NPC and human opponent creation system. GM's should, of
course, (eel free to alter any of the following
guidelines to fit hrs world.
The first quality I determine tor any NPC
is his relationship to the player characters
Will he aid them or oppose them? Or *mpiy
remain neutral to them? This decision affects
every other decision make There should be
more helpful NPC'S than opposing NPC's,
and about an equal number ol neutrals as
both of the above combined. So, if this was a
l

D100 die roll.


01-33 HoKifui
34-83

Nnulf.il

4-00 Opuosirg

Next, the abilmtes ol these NPC's


should be determined It will vary as to
whether I determine the skills or the spells
first, often depending on why I am creating the
NPC SinceNPC's (unction as teachers, there
must be an adequate and varied population
foe the characters to negotiate with: First the

GM must determine which "level" the NPC >S


Mercenary. Adventurer, or Hero. Then the
number of skills must be found by roHmg
D10 - 6 for Mercenaries. 010 - 4 for Adventurers, and DI0-2 lor Heroes This is the
number of skills they possess For each skill.
roll D20 on the table below to sec whh skill
1

SpM*

then relationship with the player characters

language other than Common

Assassin

11 Courtesan

Mealei

13 Mechanician

GM

05*

10 for

GM

'!i['..i,i

dollops out the characteristics, to insure the


NPC is wielding a weapon he is eligible lo.
carrying weight he can actually carry, etc

Military Scientist

Navigator

17 Ranger

Spy

to

Thw

li

-m

71-00 Dwarf
91

20 Troubadour

must be de
termined. This is related to the NPC's level
again. For each skill including Horsemanship and Stealth), roll 05- for Mercenary.
05*1 lor Adventurers, and 05 3 lor Heroes Rank of 9 or above should bo assigned
Next the rank

of

each

Skill

bytheGM.

Now determine whether or not the NPC


an adept Roll DKO; a 60 or less and the
NPC is an adept Now see what college, roll
010:
is

1 tnsorcetnenis and Enchantments


Sorceries ol the

M md

Illusions

4 Nsmirg Incenlaton*
ft

A Magics

Van*

Megfca

7 Fur Magics
Earth

Mages

Cesiial Magics

M Necromantic Conjuraliota
The Colleges

ol

Black Magics and

Summonmgs Should only be asSrgnthe GM, never randomly generated.

Greater

When

60

SI -70 EH

B
a

Mercenaries.

05* IS for Heroes. The


lo'iiiinnindwhicharmoi sMaM.and
weapon he has assigned to the NPC when he
Adventurers.

2
3

05*5 for

lollows:

GM

14 Merchant

M
K

roted using ihe original 00 tabtes.


The characteristics should be assigned
according to ihe following pools:
by the
85 points 'or Mercenaries, 90 lor Adventurers, and 95 for Heroes. The maximum value
in any one characteristic is 25 - 05. Fatigue
should be related closely to the Endurance
assigned, and Perception diced 'or as

The Social Status is generated according to the rules in the original DO. or more
accurately, assigned according to ihe information already determined
The Race ol the NPC is generated by
rollmg 0100 and consulting the following
table, which the
should adjust to match
ihe population distribution
his world:

Astrologer

10 Brail Master

ed by
Note that the neutrals can change to be
come either Helpful or Opposed depending on

.1

2 Soea* a language dinar than Common


3 Sped* a language other man Common
4 Write a language iGMs dome)
ft Write a language IGMs choice)
WriM * language iGMS choice)
7 Alchemist

Knowledge is known To determine at what


Ranks these are known, roll 05-1, 06 + 4.
05*8 lor a" General Knowledge
IMercenary. Adventurer. Hero) and 05-3.
05 - 2. 05 + 1 for all Special Knowledge.
The armor, shields and weapons should
all be chosen by the GM. with Ranks assigned as per Ranks with skills The aspects ol
Physical Beauty and Handedness should be

and

choosing spets, talents and rituals,


assume all General Knowledge to be known
and randomly generate which Special

96

n-n
BO

.!-

oic

Gum

100 KhiiimrMi

There are a proliferation ol tables in


other publications which generate hair cok>r.
disposition, likes and dislikes, etc
and
space pronibus me Irom creating my own (as
.

nnic-iiiOlea^

'l-.v. niiijh-T

For each NPC and Monster in my work).


I
fill out copies ol the file card such as appears on page 30 and keep them in a card lile
separated by type, place, race, or whatever
other dassilication makes sense at the nme.
Ths allows me to quickly pull out the NPC or
Monster I need lor an encounter without
tumbling or slowing play I try never to beunprepared lor any encounter I random or
planned) and this lile helps me immensely m
this regard. The card contains abbreviations

which ere explained as foiows: PS - Physical


Strength; AG - Agility (with modified Agility
below the slash);
= Magic Aptitude:
= Manual Dexterity {with modified Man
uel Dexterity below the slash); EN
Endurance.
= Witi[>iw. Armor-Type and
protection rating; PC - Perception;
TMR - Tactical Movement Rate (users of
the old combat system should substitute
APAi. PB^Physicel Beauty, FT s Fatigue:

MA

MD

WP

OEF/SHIEID'TOT-De
tense bv

Name_
Reoe_

tense,

W'

Agility.

and

Total;
.

.;
initiative

,--,..-

PS

MA

AG

MD

age Vr.y,r,
Jduced in a

WP

EN

Armor

O0O0OO
ooo o
PC

TMR

':.,

.,.--..

4"x6*

IV

SC

DM

produce ve>y rich,

The Mied side a used lor receding various inlor motion


such as physical descriptions,
muals. etc

pnnt my cards in lots o' 500.


because many GM's that I
know e3o use them.

College

Notes

fn

aid*, photo-

spells, latent*,

Weapon RK

format.

i-,|..--.

dark e**s Te H to a
-Ouick-Prtnt"
place,
one
which does business cards,
copying, etc.. and have them
prim ihe eempie on the nonblue lined side ot a number of
standard 4" - ft* index cards

DEF /SHLD/TOT

FT

Pfl

wfad w*

8C-

Mo.sc-

lytheei

Rer*;

DM -Dam
.,,,-

Ihe

make your

Shekl Do

RK

Vakie.

Stnke Chance.

Net issue i -tvii expand


character generation to include new rharactoristcs.
races,

Swath

Hoi

reasons best

BOOKS aj^ritMMeavajtSC
speculation quite interesting, and

humor

prolound

There's even plenty of sex


(though I don't expect thai will do much, to
increase it's popularity, it's too difficult a
novel otherwise).

The cover of Dale Aycock's Siarsptoner


shows some moron holding a light sabo
while standing (without helmet) on the surface of a planet which apparently has no atmosphere One is thankful that the covei has
nothing to do with the story. Sta/spinner >s
Aycock's second novel, and like her first, it Is
an entertaining space opera The protagonist, Christopher Marlowe, is a space p*h>t
so>l of an interstellar tug-boat captain. Mis
lob is to carry interstollar vessels which apinto
pear out of "transpace" over the "rim"
norma' space - normally a task too difficult
for interstellar vessels to perform alone
Jorge Engleman. a Director of the human
Confederation, appears at Mertow's space
station. Martow is an ex-agent o< Engleman's

whom he performed assassinations and


intelligence work despite his hatred for
Engleman Rapidly. Martow is caught up in a
plot ol galactic dimensions which may make
Engleman dictator of all humanity - or conversely ensure Ihe destruction of humanity
by vengeful aliens Using the talents learned
lor

as Engjeman's agent. Marlow must stop the


plot from coming to fruition, destroy Engleman. and redeem himself in his own eyes
Aycock's relentlessly last-paced plot
does not allow much time lor character development or for depletion of the soc-ety in

which her characters function. Nevertheless,

human

conflict is dealt with in sufficient


detail to prevent total loss of interest in the
characters. Sarspinner is an above-average

the

end heritage tables

Magic Resistance.

science fiction novel; Aycock is a writer to


watch. (Nota Bona: Sravsprrvw is. for

known

to its publishers, printed

a script type-face which can be safely


described as nearly illegible. One hopes that
Leisure will return to mote common lypefecesin the future.)
M.K. Wren makes addictive reading
In

Shadow of the Swan, second m the Phoenix


Legacy series, takes up where the previous
novel. Sword of the Lamb, left off The sersame reasons as daytime TV Ihe plots are labyrinthine. Ihe characters many, and the development continu

A fnend of mme says that all si


i. on
is like popcorn: enjoyable entertainment. Some of il is good popcorn and some
of it is bad. the rest ol it is bad literature l
some of it is. think,
good literature. Shadow of tfie Swan is
damn good popcorn if it isanytrung
don't entirely agree,

NOTICE

ies is addictive lor the

Dallas goes
ous. The series
you
science ficiion. Which is not to say that
Wren is less than a competent writer; her
style is neutral but clear and her prose well
is.

if

will.

executed. The subject, however. Is somewhere between space opera and soap opera

Alex Ransom, commander of the


of Phoenix, the revolutionary

fleet

movement

ar-

rayed against ihe star-spannng Concord,


has abandoned his heritage as Lord Alexand
of the feudal House of Oarkovan Wool' His
love, Lady Adnen Eliseer. is about to be married io Karlis Selasis. one o' the mosi reactionary

and cuei lords of the Concord.

multaneously. Ihe

frail

Si-

but kind leader of the

Phoenix has been betrayed to the dread SSB


(the secret police of the Concord) by a power-hungry member of the Phoenix' governing
council The objective conoMions for revolution (as the Marxists would put 10 are coming
io a head, ihe Bonds (serfs) are revolting
almost continuously, theeconomy isindtsa'

and the Concord is reacting predictably


by imposing newoDpreSSK>n in an attempt to
keep matters under control. Can Alex save
his beloved? Can the Phoenix be hd of the
snake in us midst' Can the Phoenix act in
time to liberate mankind from the cruel gov
or nance of the Lords and bring about tholirst
sane human civilization? Stay tuned for the

Computer Game Designers


and Computer Game
Producers/ Publishers
SPI takes a dim view of unauthorized
computer applications of its games and
game concepts. SPI wia take the strongest possible position against such unethical and unauthorized use ol its intellectual property. Other than strictly for private

no individual or organization may encode, transfer, or otherwise cause Io be


contained or embedded in a computer
program, device, or electronic system any
of the original material or original arrangements or relationships of material found
in any SPI game. The designs, systems,
use.

in SPI games are exclusively


the property of SPI. SPI reserves all rights
to its games, including the right io any
and all computer versions of those games
or any parts of those games.

and Images

In

the simplest possible language:


piagia rials,

Computer pirates and

ray.

no! volume.

beware!

footnote IO our

many

computerist

friends: Anything you do for yourself on

own computer for your own use is


with us so long as you don't dis-

your
fine

seminate it by formal or informal means or


attempt Io sell it without permission.

-.'

.:'.-.:m:i-

Feedback
Ruder Survey. Ares nr.

,ci,

ri-,:-!^.

oeh(p lanmiv^ ? "Man*'


= Prablrnv toNtng hatd o
once hcion. a - E.naianesina1 tociaiBt. S - Fuluia
alias <uioa'dy*la>: 6-AHemaia nation. T-rimaitavsi. S-Solt bcxn licn i<ii
'ne* *ave*i.
9 - Other oPoh> wiitem iho cawowv da*enpooni

xu

II

UMCMV

'anvao* unimon Plaaae

those

tat* only

not played the game In ih. laat ya->. pliai a do not


rata i< Iraapond "0" in lha ipacal rtaoames ft-n-fa-e

Voui Ctntom

aitacth> alfect ih* sdilawl (onteni

o# A>t

MagaitoeWsiniraa you 10 pen>c*w*r> the. our regular

-. W-

.1

iir.i-i

NOw

Afi*r

miW

n
ToJlT-n lotd
bscl owesiion* Mm. and gM us vou* answora by win
-mini) Mi.

"

,..,- .'

->"'-

gjt-ose

me nwo'H
"" Mr

on lha cad

The answer numbers

*iq

-.'-'I

-<

mi"-''^

I"

'.:

do noi wree anydwig lha boa Im gueinon numUbMed "no rjt*nn_> tncornWeioV *lled-oot

(bui

bers

Cadi csnnui I- pnxxised

wim

Whet the numitm mean Whan antwaring


"0- aUavs moant NO OPINION or NOI APPLICABLE

*ES end "? means MO When


question, "1"

'.'--'" ''' '." *-'


'.ii.-~t.i- ics:r '-no: 3 - Iaas< space conlict (*p aonn tf>p, 3 Slraaegtc pttmw bound comici <armv aginM a"m>. *tactual pianaibnund (onllo Iman aaarai nwni. 6> Al
'

ma 'no /oaB*-1 AuDonav ChkJ

:o
fi'K.*1

P4inaoniaiaaboui**>cnvounudnw"IUIeio

91.

lha QutSIn it

Hung

the WORST rng. "9" a ihe BEST ret


ng. 'V e an AvtBAGE ruling, and Ml rgiflu *i be
iwtn n'w*
shades ol aoptovar or disapproval
if

inifHt-

Miny

e"T3

conllci.

8-Con*iei

Bole-plavr^aO-Bhluio:

9-0"

oocai/ooUcai oonHKi.

i>--.-.-,..i<n-r-i

a conianouiv

8- Ennnam^'iKD
IpMan "rile in ire

(Aiaom dmniniioni

U. SnaoaWa>noi lAignnl
84. Kmghn 6 Magvt 'He<iiagnl
Dragon Paste TO

86.

(luding iho

mo iUua>' 1- 1.

Odnw in

5-S 10 W. 6-

II

w 15

88.
7.

KingollhaMounraintDimonwina
legendoinobinHoodlOSOl

2-?. 3J 4-4.

7- -S 10 20". 8^11 to?&. 9-26

Fanuttic Fnnuniais iWaBi CoMII


88 v\Vyml!n(e"iaionSTe8-ril
88-

del

93.

hUding

IN)

ona an*

ol

II

l-Swoid

3-0uesi sdvoMum. * - cot*c*. hatod umatv


(eg . Aiihurun lagond>;5-Faniaiva(onMrnponirv
sailing. 6-SuDainatolhenK athw-Mie; 7-Anth.opo

.:

lasv.

Mao*Wbodiie(nanorlTmi

tt

rtghFaniasvlBeswinl'ubrsnrtal

(rofphic hjntasy < 9 . tVaAMA Oowff. B- Ho>ioi/occulu 9 - Dinar <plaanaari ihacaiagon/datcnpiani


34. Pic>ih on* " about

a*

>a

5.
I.
7.

I...

'1.

8. Vim

dvsmun)

,-

and toioari

ints-

ianui.

' -

Anthropomorphic

9-0tr* Ipkaw

wna

sooeies. 8in* oaatgonr

in

39-

CbwswcHaf^ra^m/rAaMwihiliaiaaicsaMMia-

74.

"w

.-.-.

Books irevewl

'

IS.

litn^muttbeiWinaninalaiioiD^I -

18.

L'l

" vou a a lubscnbet 10 -4m. inAote "ow -


ba ona 1 An ad m Sosirgy 6 'acos. 2 - An
>i m uiij. 3 - An ad Camas. 4 - An ad ri a (taaoub
mtus Ol Ann. 5 - An ad in a W gamcfl meoan-w. 6 - An
36.

cama

Ctvi.

tagka
'-

75.
,

-r

ii,'''

*,-

.Ml'' |,.rl|

KriM

"-"t*."' '' >

76,

OKutHW Aay

77.

Sunny "OrtN* SumnHy ol gwnwi o* a Speonr ar

DeStrcMi
,,;!

25.9-aeoimoie

11

Wtvabii'v ol a numbei ol oames by

many companies.

ii

maoinw. 8 An ad in anoihai tod ol mao*?ma ml


tit n 11 1 "\ nn in i|iiiinn|ini[ii n iln fail mli null

-:-; -.

laci

,..-.!
- r**,2-i*o

i..

)0.

-i

,...-....

:,.|li. ...

,.!!:.. .

--.-..

.,..

Lt,",

I-

,,,.

.>

11-

> w subscribe''

-Yo.2-No
n. Fornow(nariviuuaknvrttvounadaccn|riuou*iub
Knpton to Ares' 0-1 do not subtcnb*. 1 The K my
.--'-in,;..-

"5t^:up.J

11,,-n ......1...

Do vou own or plan buv ona or Uta*owmg ml


oocomputersvsitrm'O- IhavanaiManainnuanciim.
Ouiora or i-icocompuH- naming. I - 1 own an Apple II.
2-pbn w buy an Aodv 11. 3-own a Bado Slat*
IBS-80 4 - plan 10 buv a IRS I
lotuvar
37.

raa;I-No

oiAnn'1

eushtv o" ins ttaut Hon* moiwaa*

,,.-,,-.

S-nUn
9-hj^nopMn,^

.-!.-

COmpulB'.

m;mco"iout

SbokWb

10

Ann

IreaDrdas* ol pio number or

voursei 1- Mate. 7 -Ferrule

l-l1vra<sotiesi.2-l?voars:3-l3 15

24. Education

iwr*.

4- 1^15 years end SMI

in school.

S-lfi veer*.

,..,,'.... -, ,..-. ..,..! .---I


,-.H--1
-,,.. ;
agaiiMvHukriipoiuaonlMi*v*dioa<ii(Outtid Sa
_
cuntr (Oboit and *nuK tguadt mer
paaca. anyone caught eihvnng an*>socal bsnaw
vhnled a-v 'o' imi"Mi and IxruiM in iiw id
depths ol lha on <ai icarc*ancn Unknown to the
.-

among ir>a outcasts negro .


swvnhng 10 rat anything

Itaadom inntS-S who


Iheuntnownouiside

AvUWi 0->m>vdethi&
nine on "v -K-nvt. ; . 1 itrn<f icma
an Ma <Kfi*
ft. 3 - 1 wand a ooorf
0/ ! on l* Ktiwiy.-4 imuufnuur o'-ny ftm- ifomi? mnacnHfV

oW

3-12M-22 27.6-.6-36oioltl*/

nVi I m/lrrWg trn APW -rW


Ouy f*a *> *
WiMsArdandffncBesiuw a daffiMaaiianMn ropu'ihaaa
79. Doom Run. in lha lass 22nd Cemury. 0* vrorUS
,

awi

*>" flun wood Sim


Hie*, -pmons's" "om tho
the etcapoet. and
randomly otnaiaiad nnmbsi o*run
lOOteape

uMm Stt datparaia ascapa 0*

nmo

78. Saunano^ and Mvunu AddilKml Soenanos and op>


tonal tutM 10 1- added toeowng game,
fruv Iht /HBtmng gam* m-jirt on a sraW o' I
S

ihonlNB.

OwnOm 3 tlvov0h 3d

sua: 5- Frfih (hub. 8- Sixih or tewrnth w.u-. 7 Eighth


o> ninth iwu* S - Tenrn
eWxinrn issue. 9 > 1 am a a

23.

UK* aWW anwai >4n rofl inataai


BuntomrtaSttri

..i[i,.-r.-.

Hn nunv lanUB. gamM.da vou o"> 1 " I. ?- 2.


3-3.4-4.S-SiolO.6-.
>6. '161020.6- 21 w

.'

99.

a-SmrO

b- djatiradvuniumole pUvng.6- CwiMcVIr

bawd

iT--i--i[".r-r

S**IOn<

Soncal s< inF-i,Fait. (><**

9.

boartjaeries:

pla>ing.

Horiof'occuli.

"

";i~r-..i

- *rf-- *nw. M-iw annwr toate


a* or "I'M *9"HI* J inOUdnrh] -wy

boa-doamn la-nv, aoarntl a>mv! ?tMrd aid


*o-Ca-v boardgi* Iheio ainit eWdoe". 3-OuMI'

Alboo LardolFa*ne<gsme>
AHatcnolihaThydramonanvVar
The Power PontiolAbon

K aU mi. abour gmnr miMr you

' WouuVi

*h^ vou v^dnxtsrlfteM

4.

;-..',, ',:...,!

..I,

71.

Fiayng board miliary games

38. F1anQ

bn*d il

dnmed oiy On* ninvst connoH

Olhei Iheisaidens
neis with a "> bag ol lawna biaM out ol secunlv and
n-.iic iha iimpB-BM gamrx- lot Iteodom Along iho tray
..
.-, Hr-i-i.v. I-IH...I .1.,.. ...,..,... (..
.-,,. .,,
-,...,,

ihai ma. ad a< lunda. ihea escape.


.,
Ihe 77- . 34- map wouU snow
iters ol the domed
oiy and JOD ondrxind pieces would icpratenl lha tna>

tooh and wsspant

*w

game.

40. Playing <ol- pitting lanisw gamn


41. Plaimg'cle Oap("aioen-e1i:;fnga''iD

-.

41. Playing

2K WhatitthDeveiago'ur-taro'hou^vauspendplByffig

nmuuiion games each month'

less;

2'26

hours.

3-69

6"i-20nouis. 6-2175.

- 1 hour o>
4-1015 houi.

- none.

hours

7-36.

8-31-40-.

9-41

or

How

many siruaion games lot


publnhei*! or>
you possest' l-l 10. J- II JO. 3-2130. 4 = 3i*,
S-4I50;6-St 80.7-61-70.8= '1-809-81 ui mo

X What

levr-

ol compleiiiv do vou prel* in games'

19 scale, wan h^n iuhwo


iheatr^ino.aanUf(nii|!iniiv Uw the *oloK-a OJnwi
fiaie voui

prcloence on a

B yj.

4-

B-AHtfer

WoWIW

7-4

'

..,.-.
landBongcorndort.
lang
-.-..
.|i'.--..
,11.

.,!,. -...I

46. Doing cimnvni* and oiharputrHn

.,],.

47.

Piayngtennisoiiadioibar

4B.

PlaymgoawsnoiH
CoHtling o>n ?iBTip. elu
.,.,-111. -.:.,'.

ol peace has come at lati - but thai* n


brewing
Earth hat aaouv> guwdad her
owtt the pUnatt and
moons, but Ihey cUmc lor lha* ndopandsno* and sssm
wHg 10 lohi to atiain 11 Fb major g-oups - theCon

61.

Uwoing iosDM4o/muau

aitont.

46.

.1

62- Reading lielran

Readngnont^tai

Si

/.il. iii'ii.i

'-

-.

-;

M.'.:liv,tvr

outer

69.

,-..

11.

!,

.;,. i. T

Mi-it-,- l,,,,.,,

and two powerful bui anatgonasc ic-Men Dl


and rnnar wwldt - a<ew4hrigwgolowBiroiihaa

llll,,,M.

I-.-.

A-

and ttsnad tottci aganit 10 *Mi lha bMsnce ol


oowor iho. way riVSMr#nttonr,amuni-pl*yetgarT
cruilsd

r.i-.

Piang can) gamu


tMia ral* ma nflMaaaj 9*". on a J m 9 Ha*
doling /i*mrut<r.V pkwaf **W *w a gam*

wm

mm

ii

i..i:iii...

- .

ii-

.-

...i

-.
s

uonl

lha

-..-

66.

x"*..i

ns.

I'.

../..,... ..,..,-11. .>,:,

gamet

orahpun.
27.

'

,ti

TV video games

44. Playing home compuioi

mm
ac.vj

vi

110ns. ttaatng taoais.

buyng o-l pofnosre and


Hodt. bscornngdouo*9aaervii.en: inattmc-a

- -

Conoi-aal ol Space. Tie human tede-Blion wroad

MB

~M|M

MtgftntH
ol lh# "*M lacf-ora) 10 haM Mil mis.
2?* x 31* mop would "how lie -uil*C ol lh"
SOUS
ptamB and moons, pie a solar system outlet *oi keeping KOfiia iiae* ol iho i evolution of iho puneis around

-.,.-

,:..., ..,:, ..... |V.|...,.V.

a,.!,,,.,.

".re-.-.-, .-..i|-.

.It

l-li-l,.'"

.!,[(.-! Ting

.1,,:.,,--:,

.)

?W

iniormaicn eichange. and 0011c bjpc-i


back*
pnnaad counnt would to indudad and rolainett srnpai

nn ADowh*Aw9i-Bioin*0
n. AXI lAce LaHoretton (nterp-loesl

Starved for

oullnt III* Acs E>0O>*


non t-iimpnee* IAxf.1 to coitm cn&B "imr Irom -*ui ioc ion trt< cuiso'iy OMmned in the pan
would
b- * "Mil cArv-i o (-wnar
E><xJ-i->I
,.-.,
n i...
10 and

Fa-h-awn kcanw-t If. by i-jhl

JM

-WW

,.-

-H mereenar-hV' diaw*) on Iher loam's own ^vOj


(rig and "mp-bh. pUi IN- kmiied eMBonal rw-nnj
letcvccsol the mother ship V*iofysdetern>ncdOy iho
.!.'.
I..'
-.!
N .;. >: *"
I' ''"
l-AM* rCutrM bv Iho COrpo'Bla -nolher Hap PWyer*

ror IIP.

ST-ilam-nn butt on o"re- wodda. and not a lawguic* "pf

baaaa Unmhabnti^pWnaiai^hiidMtwalonnad.occa

aimal piracy mighl OCCui. and want may 0rea*ou< 0iween (Mil ootonioa
wtth unlnono*! a*oni Tl* Xt)

veniuraidae ToaaHrprltS

uang a game synvn nm la> to Contutttedoi Fiom

Mora

would OB* lapraaani a tpaoala'ing


an opacai piaioi wou (apfeent
ww
ina Global Sank (or loans and ait-celton Ina22*x3i*
iho
map would ahow
aiai tvnama wilhin 20 Ight yaan of
eenh Tie compoa-pn pi aecn aya-em would not be
in:r ij-.ti ' n'?.ri -.^-3: si ncediton toefptoio " A
elm Aixid be dtawn wheh wouU g-rti iha iviiem'i
aiKMpiiiv ioi nabnaaon. at-tn ilia, raaourca*. and poaaiiwo io

l<ve

beaed on

:.-

'i.i.-a

I-...MI.--I-.:-i.'., .ii

'"

.|.

-rO i-:-.--.,--~: :.-.-:.-: would


.'i..- ,i'
ipa-Dpoi-t. and
i.v,

>-....:

.r.-

-i

'.:-.-

ii>".-'i.

'

uai

-.("i-iri

--ii".

in,

.r>-f.

nocpa.

lai'eu"

ship,

pees**/

Afu- lia2r-3**m*polpl-i
l

Star

Command.'

-,-...,. I-..-,..

Command

turaofcl-r

:, .y.
:

,.-,-.,.

>-.

toom

Sm

Ad daWid *w tvwem* Plows


''
'
"-'':["-!
;'- it :' .>-<<Sn- of), saidiiobaua Scants o'Pubkc SaMy; homo
world mane, and Madon Fighting would occur both
cemptOhSt
,|

'

aoeca between it* tt-Mhtp* and Star Comb and on it*


hntaee ol pianccs
assault giouos attack iha local

4 ,*.!t, ,tT.i:.i.:t:,.im. . ... l,-, -.-.


HeuMn EUact. wheh can mmpOCire defender*, to con-

>:':--.-

A nouibia An game lo

ai-alem.

*.

FaH of Sorcery. Altai lh* Vvar ol Freedom


bv <l-e DowarW mfrja. Anvil, -ne Imda ol

Ttie

Inamed

,j- .,.

gion o" ihe .;.) i!


inn Hhsl timulatmn ol

epiuB-na. tachnplogical adnancaa. and dadnanons ol ndependence lor cdomaa. Usng the aame 'B-

mIi Iha il loia-P'rtvrq

Serai Hogo-

mophoba*. iatkt

w HT.pt an)

el

dh.

and Ms

mnona The black mage

tha-e loaraoma
magn creeled waa intended lo bring beck Ina ancient.
t0(rt>e gcc*. and tno lar peopea o* IN) land wens freely
tyrani

lecnlKad aa dread o*l->ng> Vet there wa-a thoto who


couk* ratar- Anajn and Mlempt io rid the lend* ol r-a
i-:-.

<

.-,-

-!

U.

uan. well

.: iti

Ii'i:'.

:,^-

,:'

-^'- dud '.-r

>. :.:.!

..'

"i-l- "av-<-

l(aedom sneo

tuc

A-

Bware ol tna t-outte. looted *i damona and


down and eradcaie the -eoUe YeteeCi

haltont io track

u>laoe Count-** l0
all would bo used ta -notoiH
the posnons ol in* puneis a* ihoy move around ini tun

tna day ollinal reckoning r-v/Mc/Sivca-ywouldbea


r-o plavf- gari* looaetv baaed on freedom " Gala-y.
tno game mop woufl * rna oontinarrt ol Oonomma
i.-it -. up into iha va-iout provlnoaa wilh ma wvad popliisru- ol numana. taene loH. and untnc-*n being*

and HOuld Uio Bo u*d K> indoiio un-HiM Suria-o

Chaucion on

version
".111

bomb* io btODomc "smarr bombs Iho 22* - 3**


'illtiJII ,-- 1.(11
- I":: >.l, '.!. ~U

-C1II3

.1!

--.. .I.-h.i.- -.-i,-

-,..

.-.-(

iv :.:"-

f .Hi

ri-'---v.

trr

ooifi itd-a

would bo roprsarniod bv

udt. wnh each >awd lor aMity at a Hghrer, laader, o<

wo. and beouier

ae >nAiinSiaA"o-M. losaliioiSB

Mfltignt

wouM be parloi-ied in lup-

3. Tha TBntakM EacmBon. Tho tiiai -uman laiasia

pon o* a plvo,'a goOT - catong

ol 61 Uraa- Maio> iTaniam ootjny* IhoMBnl


Mri
*iM pUnM Ihm lour*) nad aCava boon uninhabncd. "x-

ulaco. noroic oaadt. miavarv. ate

M w

woorg rhe popTho 400 baapmiad

ice I a,

counwn wouU racaaant d -larani hpot ol mllury unfit,


d-mong and

hettona. aaaaeai. tne Thieve'* Ouafl. ina

aamoa dounod Tno..yaaaiaiiociBd.andaMiHii"i


'..I.

: I..

!..,. ,->. :'.,,,,-!.

".:

II.

r-.i

,,,..,.;. ,-:.,..

,..,

mm

i'i'I

ril

87 CI* Ha-Me-1 Jonnny Flaah tot t


Ire encounwr mth'the rnniona o< Ooctc*
'..i-

'-i.--

-.

'

f-.

til

v :.)':i i

di-ian-ite

.)

tu

ic--l"*

r,-_

o.-i fliwi to

iho*

'Pifl

ihm tut haidc hiTi Wit haboahlatoincape

n an-** Coma back net week rosea iha ih>llngconcA>

oploroi

.":,-

,.-.., r..,.-U,-. ;

aionol rrW^<-e*0-ia^n*yo^Oec<'X/Thewo-ido<
,!':''
..-,..
>-'i- v.'jla c i:v -q, -^

maie ta wav ifiioi*i trs datrcu uoung iho anmnti


o ina unlounq mvaianu and Otnoai The noma <*>>-

created aa a roH-pHvng game #> COT Htngfi A tmal


group of heroes, tome -h rpecei geegen* and tBiania
tuch at gadODi wi-ardry. ay*oekeimg piknago. roekel

.(,

ixiikchuAii and ihoy imv


-.-. ,|l-'

.;.,-.

I--.-

Ik

,.

|.

-'I

-1-

lidudaan l]"x I?" map o* ina nv>mt -vlwe IM >) *


cavanonbeqao Once a paiaapc-vav ta txarafl, iti Inttnc if* mound would ba plaeod utmg chilt nmnti n*
C-FaoW o' flWC tvaiein t-ownia'awouKlba nandlM
smiBi io iha b"9|bo'i?i*'v irtiem o* /no SnnMn

SnWtai inOudMa^v-agamoMOuUbaMObackpnnMd
couniaiaa<idiuiMBocAb'iil>a>-a-n-niM-agtapnt To
nlfor**6i
M. O'Bflon'i Eg*. Saind on '-* Dmi WlrQ nonjl O,
Roboii 1 Foiwaid. iiaa 9m-) would nmuiaia it* '(aa ol
e O-M*. an amoebic (iiatoin inai evcivea on the aur
aeo o* a neutron awr *iom r*/o io llv ptoiwi wocld
control -mall mbos ol Cbaola and anonvi
contoadaH
rnaina>io*mpi>M Atinl>i-weranaluialMMIt--tODiora. Oartww.na. tunooon. *ta quWei - lo contend

,il

ft

tog o> nanus, bot-na Ruka wouU cova>


apodal togluiaa ol tbo <-au*on aiai. *u* at in* >naarao g/aniy and
rr-?]M-|i:

In',

l-i-in.:.,.:.-!

HMv lOnBr-A-M

hui-wna

ll.iric--

-i'..:Ji|- .;:-.

in

It

Una*, ccnuci nuft rno tmpoa-

no coma

io

van

the neutren

H would axiude a 22* > 34' map. 200 counter-, and


-:
'.,.:. =- , .|.i'IN
<1 in.i
i
tanal horn D Formin-. lo San l<- 2 AMaiUtoMv tub-Mi
I'J

;-*

., -ill-,-. --:.;.: ...

.-,

-.

.j

i .

..

and ammo dapiBiion cool gum.


omyaier
powor hungry ma
Delta,

wod irack down

tamallB' Cevelopmani. the FrMlalera. tha Ringe-i. Ihe


Scout, the Speeotroopo's. ana iho 'oodibI Nbv.
Fightng gear tpscitc io indhtduaU in each totvKa. milary

vehKHn end miktary BpSCBBhipe would be pteaenled

aarwng

each with an appiopiaie ol" danger at theond - andre*


tna idaonty ol Via
loluDon ol iha central mvaiatv as
mod leader The gome would incUde a 64-paga book ol

Wa*on

w-ih any ol rheeit branchM would

dungeon eomdora. wiioomeeeandcinee "wouldinckrte


nAcatStpacMlalrucluiai A24lo37oagebootlBlwould
irckide tWw to gonfrale (anoC" arxountara in vtrou)
aroat. allowng oiont-re anoblitv Tna Buppemant

wojD be (MM wilh any role

playing Bytlom. 1KB gr*lkp>


me-ier role tor encountera -with luP, d-ectoed be-"-ge.
roDNf ii*n
bongt
crv one tot ol atstsucB tnjm
arr. pariku ai flora ivttam. To Ball for aft

2.
-

mng

Sltha Revwnge. Thay came out ol the Barren Hut


o>ca. goflina. gryphon*.

demons. andevan Thyn.da

Slack Dragon -

all summoned and cont-dled by Sifh.


theavi adapt They cam- aid attacked Ihe trading crty ol
Par-an. and Bite- a woous bBide. dettioyod n It iha Oty
had iho help ol heroo*. maybo it wouldn't luno ta*an Can
your OragonOuatf CharactBrt uva tha Oly Irom dmlruc
lion' Stfii nVwjng* * b table top we-onmo BjrauBtnng air^t combot it b CaponOuatr world. Uting an improved
ver-aon of SPI't fAMovrjl BatUBS tyttam. ,i wcutd ba dagnsd io ,j .
- gamotnyatMr a tytatm lor Ihe KB> ol any aimy comoat . Iulh rcorDtnaiing all rharacteni
who Wah io oarbopote Rule* lor troop lacacs, vmy
combat. portonH corroat. rnagic. Ilv-no, craeiurea. and
the eflscit ol Kph Mana a-xl low Man. arern would >l
b* nctud-d lm woukl lepreaent KO to 600 men (or
CWBnws. three, ok I. or indmdu taedart. demons.
oragont. o- awnentata Thegarrawouklcccantraiaon
tha sword and torcary aspscis ol balllB t-.-i.vi-

fansbcal devotion, and aorcsry One 22*x3a* map.


poget o* rule*. 400 couniivs 'otaHfctft 05

n The Free

Clay ol

land

aome mrcrl UPC't would be deeenbed.

'* caidS
All major

wtth the

guide oetahng the street*, -otidence*. and jr.


aica An It" I'* lQ-itl. lotalel c"iia"i '"<i
'<
.- ..!;.
so that may may hi it in as rhay

ii>,-idi->i

woukl

K laMang. A OagonQueal aupp~

ehrtydi
e hex. a tiavol gu-3o. and a dtck o*
player characian daiaiad on them

BMtKJ

.-.

about ths>r raw


a8-page bcaUtt

Mm

home Would indud- 1*0 maps and one

m a bo" (o *15

H Noguotton

Call for Qsitib Propossln

2uOcountartolrtnoutthapB>andiaea.anda

rboa Toae-tori20
I. Known Spec*.

Baaed on Larry Na-anl Known


aerie* IAdwcioc Alngwontf flln^wo-U op>'.
rtWWc-'r'tai. eic ).*<* Spaoa would be a
"- pij.inu i.,ri--r'i.-.-*u- [/nnvmea'C :"<*.
,.- r:iB plavino
O*""* hi woi'd inOuda c
mnaive ruM lor generating alien character* tiom Known

or dMppro-el.
i.

Space

Space Uuppeiom.

Winli. kdailyno.

aai. vBmpm.

oic>. etui color gan-iTpthowvtglllocaiiono' pton


eit mentioned in tto nr'na. nMa toi imaniBl*' ava ard
conwuciion of ah(a acoydanca -wm ihe ae'taa IGen-

erat

wdfad

tl. Dungeon. CeuriDy end Town. A OngcOueai


aupptarneni prowding a avt-am lor rardomlr genataiing

timple ruf* and "awial" ideaa. a


ol oomoal dttpUyt loavst. tlyiocUu. the kindly prolotoor'i labora
tc-v.aicl.

or

compieto tho tuppemoni TowtllcltO

treiei

and ' a h-ippv dencuemeni Gama ayaiamt


woja cove- cha'actet ge-iPBton. oeahon ol apiaodea cracv.

nw-s

counterrevokiiMtnt. and.

A lynivonw igpeomeni ccnssling


ot a c-c"ain Quito io the Coa-iutcc.. tofovmont and
combat capabiMat ol tha AtDoguaid. iha Agotcy lor in.
SO. Fsdsral Forosa.

-dlottl*.

i*e of

m. The Qamna

Leperta Atlee. A LVaUem Buppement


oontitang pi a rjompMta vauai and daacvir-e gwde ipaii
the planots. moont. attero d DOn and rngtm iho OcuOotter tytaamol Ganura Lapont Fulcoloi world logs and
aWion he> nwpt woukl be presented in two i**o'ai
one *o- the GM with a compleia -.plaocn and heWo-y.
and one lor the player* with limited tual and wnticatinEaerr wwld. onwion. pay. nduwv. tenia
lv ouipoat end awwil m iha ayaiem'a blvm
praocntod. The otoamtBUon ot commonce.
nty and Fodar-I lorcoa h Iho ooucaa
aytlem would comple-e the background in'oimaDon A
hoBI ol N**CB Ithe Bdrnint-trelora. ont-ep--n--.ra and ceMbnDM ol Un avtttm) and crMtjrea aidgonouB to Iho

leap,

I.

tgMti

neiebliiv horn iha aur-mi To inck-de a 22*34* low


coV gar* map. end 80 pagaa ol ruk-a and Cham To Bell

Crooucn huto and the lel. rules lor Protfcaon); and


jro njturjlba^0(On0 Subnet to

. .-:--,.t) f.itonul

Sh

We

Typo Uvam up

Follow the lormet of tl propoaski in tha aeue


tO io 20 typewritten mea Inckidrfl a twt bacaground.
a deaotpWn of game mechanics Iwhat oanar g*ma
might it be Bmlar to. if any) ml a eummeiy ol poerMagemepam At aubmiaaona ihali be undtrtaood
to be treaty Qln lo SPI wh no

Subscribe now
ana gee
a.and
get a free issue of

Ads

Send your sub to Dept. 1406 and you'll gel


7 issues at Ares for the price of 6!
Every issue of Arts contains a complete, ready
to-play science fiction or fantasy game, plus
lop notch fiction, fascinating articles, and
of all media.

THfMTUHOOr

Featured

th nflini
ITKlRflT

every issue of Ares:

in

bach issue game contains a 22" x J4" playing


and rules

surface. 200 playing pieces

booklet insert

:-

Expanded reviews of sf/f computer,


playing and board games

Science for Science Fiction

Facts for

Famasy

DragonNotcs for DragonQuest players


Issue game background ficlion
and ankles
Designer's notes on upcoming sf/f
role-playing supplements

Please use this coupon when c* dering your sub

^"V

SPI

a free issue of

Please enter

in

each issue recreating one of


battle* or

tory'* great

potential

crises.. .plus

depth historical data and game

-v

3yts(l8 issucs):S42

his-

IO01O-7>*6

yr (6 issues): SIR
FREE bonus issue!

3 yrs (18

issues):

S48

Send your order lo Oept. MOB and youll get an


Ol StrT added FREE to your subscription!

game

S yrs (30 issues): S55

FREE bonus issue!

2 yrs (12 issues): JJ4


bonus issue!

FREE

SPECIAL!

...plus

5 yrs (30 issues): S69

FREE bonus issue!

Name

Please jLcdaieofbitih (tor

Uie

extra issue

Pi

...plus
1

FREE bonus issue!

e> Tactics:

* A complete, ready-io-play military' historical


* Two incisive historical background articles
* Reviews of the newest games and books
* The latest gaming industry news and gossip
* For Your Information

...plus

my subscription to StrT:

...plus

find Inreviews.

each issue of Strategy

NY

SPECIAL!

FREE bonus issue!

Please anter

# issues for the price of I

In

York.,

FREE

'

...plus

Featured

2*7 Furl A.cnuc South

my subscription

...plus

one of today's
you'll

Depi. 1408

to Ares:
yr (6 issues): $16
3 2 yrs (12 issues): SJO
...plus
bonus issue! ...plus FREE bonus Issue!

"

Siraiegy <t Tociks features a complete

game

games

and

Subscribe now and get

Strategy
&Tactics

role-

fisoof

_Zip_
IDpuTpowslQU-DTJ-CEl

Maflrrcard letirtkonriF.xp.Uttn

Playtesters report that the new system


takes
to 75% less time lo play through a
typical combat, and the playtest groups inplayers as well as D&Dets.
clude veteran
Interestingly, while all groups report overall
favorable results (with many being highly enthusiastic), the best reaction came from (he

X%

Designer's

00

Notes

DdDeiS. which, if nothing else, proves that


the ideas had merit but were being resisted

Dragon Quest Update


By the time you 'ad 'his, Enchanted
will be at tho PAW, i' not already
shipped to the stores. All the design and de-

Wood

velopment work has been done, end the


typesetting is about naif finished at this writing. So. you will be seeing it soon, if you
haven't seen it already-

Arcane Wisdom is almost finished.


Most Ol it is written and typeset, with many
changes due to be implemented now that
have creative control. Many strange decisions were made by the authors of the material already written, most of which arose from
I

the 'aci that they oW not play

DO very much

They seemed to leol that the DmgonOuesr audience would accept any material, even if it had not been playtested and
carefully integrated into the system.
have
extensively tested all the material in Arcane
Wisdom, and need to add and subtract Information from the text Mil now exists
lif

siighity

by the veterans. Whether these

D&Deis

will

DO or not

remains to
be seen (some indicated they might). There
may be hope for them yet.
Beyond these proiocts the future re
mains hazy. I want very much to do another

map. a

Alusia

and a

switch to

skills

developed city protect,


supplement. Which of these will
fully

see the light of day is uncertain. At every office meeting campaign for more DO material, and I believe my ploas arc beginning to be
I

heard.

On the outside. Judges Guild has been


licensed to produce
adventures, and

DO

their first

product

w*

be on the market be-

GenyKhg

fore Christmas.

at alii

Star Tractor

Presently,

it

contains three new colleges

of magic I Lesser Summonings. Rune Wages,


and Shaping Magics), a system for new spell
creation and research, a list of many famous
maples' items from mythology, a list of herbs
and gems and their uses, and examples of
the Creation of magic items.
deosion still
must be reached as to the addition of three
more Colleges still in the design state Wizardry, White Magics, and Faerie Magics.

Blindtest copies nave


awaiting the results
iii

gone out and we are

World Generation is Deng delayed unOngms 82 The is to allow the DO 2nd Edi-

tion to get

out there into your eager hands.

Steve Jackson's massive work is complete


and win be marketed as a hard or sottbound
book, approximately 128 pages in length.

DragonQuest 2nd Edition


at the printer

is currently

and wi'i be m the stores by rmd-

November It win be sold in two configurations


one is a <60 page hardbound book, the other
is

a 2" box version

and

will

include the

new

DO sceen. dice, and

The Blade of Altec/us


In this version the rules win come as a 160page softbound book that will be three-ring
hole punched for convenience. The hard-

bound book will seH for $14.00 and includes


an introductory adventure ( Tho Camp of At*-S*a6art.theboxedverSK>nwillselllor$20.
Both games contain the new hand-tohand combat system, which, hopefully,
combmes the detail and completeness of the
original but without the cumbersome procedures and systems of the original. I have
made an effort to de-legalize the rules in the
combat section as much as possible, for
while the game sells well to SPI fans it still
has yet to make a great dent in the general
role-playing market. This may partly be due
to our rules style WargamerS appreciate
DQ's completeness, but role-players are
turned off by the case numbers, the jargon,
and the verbose nature. Time will tell
whether or not I succeeded

Another ma)or system has been added


to Star Trader ana major changes have taken
place in the game's trade system since its last
progress report tn this magazine. The added
system simulates the effects of planetary
contacts, personal influence, and accumulated knowledge of a market. Essentially,
players who trade frequently lor in volume)
at a particular system will gain an advantage
over players who deal there less frequently.
Eventually, a player can achieve the status of
"Market Manager," at which point he regulates all trading on one world in a particular

commodity.
This system was added for three reasons: Fwst it is realistic and adds an important element (contacts) to the Simulanonal
value of the game; second, the system encourages players to develop fairly constant
trade routes; third, the system allows the
players to specialize in specific goods and
dominate markets of their choosing.
The changes in the game's i rade system
took the form of additional detail. In the original trade system, buying and selling were
relatively abstract, and there was little direct
Interaction between the players. The System
had certain advantages (absolutely no calculations were required of tho players, for example), but the lack of player interaction
proved a deadener for players not consumed
by an interest In f ree-metket economics. The
new system, which involves bidding among
the players, is both more accurate than the

system, and a lot of fun to play. Its


disadvantage is that it takes more time. To
compensaie. the number of systems and
goods dealt win m the game has been reduced; the game has become a lot tighter
original

and better

integrated asa result.


Another modification, although not as
broad reaching as the two above, is an in-

m the importance of the Reputation


Index. Formerly called the Ill-Repute Index,
this item was used to keep track of players'
misdeeds, and prevent thorn from gong wild
with piracy and sabotage But if the players
crease

are punished for the

bad press gamed by

fir-

on

ing

Federal cruisers, shouldn't they also

from a good reputation' think so,


and the index now affects a variety of game
benefit

functions in a positive way Igetting loans, for

Nick Harp

example)

Ghostsrwp
This game has taken a stop backward in
development Tho first aitempi at the
a paragraph system similar lo

its

gamo used

Voyage of the Pandora, bul was found to be


lacking on a few counts. First, the answer as
to why the alien craf would have entered our
system was burled in the paragraphs, and we
felt such a situation was undesirable, secI

ond, with paragraphs the game has a limited


play Wo, for when all the story lines are exhausted (he players are left with a game no
longer containing any suspense. A few
minor efforts were attempted to correct the
situation, all to no one's satisfaction (most of
all mine), and a totally now system is in the
development stage now
Rather than moving the explorers
through a ship and encountering keyed chits
that send the player to the appropriate paragraph, the system will use tiles containing
symbols representing power sources, controls, access points, openings, corridors,
computer equipment, electronic equipment,
etc. Each tile a Investigated by the players,
using the equipment they have brought with
them and the skilts which the players choose
for the characters before ihey embark Depending on the results of the investigation,
the tile is turned over in a certain direction to
reveal symbols. The direction in which the
tile is turned will yield either useful, confusing, or dangerous symbols. Tho tiles are
grouped together in areas of the ship and the
symbols on ihe tiles relate toeach other, thus
forming such groupings as "high energy/

computer equipment /control device/external output." The player uses his noggin to
connect tho symbols logicatfy and reach conelusions concerning ihe section of the Ship

he

is
and its purpose (sort of a cosmic
Concentration).
Our major problems at this point involve
what typos of symbols to use and how convoluted to make ihe connections, plus deciding what the "victory conditions" should be

Would our audience accept a game where


competition was not the primary purpose of
playing, but rather

an exercise

in logic

and

thought process (Such as doing a crossword


puzzle or working with Rubik's Cube)/ If you
have any comments about this question,

pleasecontactmesoon.

To Help

GenyKkig

U i Better FuHW Your

Customer Service Request.

please do not include any other menage to


SPt on the seme mnwgn
youi lenewel o>
iuMcnotion lo any msgaiine. or on any
cuetomer service compiamt about an SPI pro.

duct. By combining bom menage* on one


piece of paper, there I* a good chance that
either one or the other message wl be lost.

You may. (I you wtm. Include a nparete meet


second message with your renewal,
subscription, or customer service complaint.

with

Please make sura lo inokjde your name and address on both pieces o( paper However, lor

more effective service, it a beet to send SPI


two separate letters, one lor each menu age.

SPI IS PLEASED TO ANNOUNCE

*j)ragonQuetf
Second Edition
A complete and coherent revision and enhancement
of the most powerful, open-ended fantasy role-playing
system in print! Available two great ways:
;.

the

A beautiful hardbound book containing


complete Second Edition version plus a

starting adventure.
cover,

160 pages, full-color


two-color text pages. 8'-'i"xl]" lacge

book formal
sY Bookcase boved version including softeover cdiiion with three-hole punch pages

for binder use;

Gamcsmaster Screen (2nd

BWx

11", 24-page adThe Blade of Alleclus; and


two 20-sided high quality Gamcscicncedice.

Edition); soficovcr

venture booklet,

New

Features in the 2nd Edition


Completely new combat system designed
speedy combai resoluiion in campaign*,
hat a satisfying sense of realism. Noic
combat system is Mill useable (by those who prefer h) with the second
to allow
yet

still

that the fiisi edition

ofDragonQuesr.
improved expartance points system

edition

no*

your characters can make noticeable and tangible gums within the context or a campaign

One handy book whether it's the high quality hardcover edition or the

convenient pcrfcci-

bound, punched softcover

it

all in

one

well

you now have


made book produced by one of

America's finest hook primer/manufacturers.


The paper used Is high quality, with add-free
sheet) which, unlike cheap, groundwood publications, will not yellow or crumble with a few
years' age (in fact, with reasonable care, ihe
book will last as long as you do!).

NOW AVAILABLE
NATIONWIDE
Hardcover Book:

Boxed Version: $20

fefe
f
*3$k

A fantastic

"PRflGONSLflYERj

character-action game
based on the film

Included tn thh <>->

* One full-color 17" x 22"


of the mythical
of Urland

map

kingdom

* One hundred colorful


Vx1%" die-cut cardboard
playing tiles

* One

11"

17"

Dragon Battle

Display

* 0ne8'A*xTT sheet of
easy-to-understand rules

* One 8% "x 11" sheet of


quick reference summaries
and a complete example
of play
In Dragonslayer, you are a
magician embarked on a quesi io
destroy Vermithrax Pejorative, the fast
Dragon. Be/ore you confront the dread
beast, you must travel throughout the
island kingdom of Urland in search of
companions, magical items, spells, and
weapons. Your journey will be eased or
hindered by events that occur along the

and your every step will be


dogged by the King 's men desperate
men who would take you captive to
thwart your mission. And should your
road,

good fortune and skill see you throuRh


all the dangers of the road, the greatest
peril yet awaits you. You must face and
match the awesome creature you have
sworn to destroy before you can
win.. .before you can claim the title,
Dragonslayer.

Dragonslayer is an easy-to-tearn
adventure for two to four players of all
ages. In two to three hours, you can
play a game through to its exciting
conclusion. And if you fail to slay the
Dragon once, you will be sure to try
again, because no two games will be
alike. The unexpected lurks in every
town and hamlet of Dragonslayer, and
you never know until you face the
fearsome creature how great a hero
you can be.

Available

nationwide
for $15
I

The Adventure

Game Makers

257 Park Atciiur Sinilh


New York. NY 10010
(212) 673-4103

kaldef Faerie
CoDvn"t

' 1961, Simulabofis Publications, Inc..

New York. NV100B-7396

The rules 10 Albion: Land 0/ Faerie are organized by


major lopics arranged in the order in which ihey occur in ihe play of
Ihe game. Each uch major topic is given a number and a name,
below which is usually given a General Rule or description which summarize
(he rules in lhal Section. This is. in most instances, followed by numbered
paragraphs called Cases, which give the specifics of (he rules. Note thai the
numbering of the Cases is a decimal form of the Section number. Players
should examine the map and counters and then quickly read the rules,
without trying 10 memorize them. Then the game should be iei up and a
"trial run" made.
Should you have any difficulty interpreting ihe rules, please write to
SPI, phrasing your questions so that ihey can be answered by a simple
sentence, word, or number. You must enclose a stamped, self-addressed
envelope. We cannoi guarantee a proper answer should you choose to phone
in your question (the right person is not always available
and since SPI
has published hundreds of games, no one individual is capable of answering
all questions). Write 10 SPI. Rules Questions Editor for Albion, 257 Park
Avenue South. New York. New York 10010-7366.

*~J

'*" Trtisnnsi:

*^
'TL

"'
.'

<

348PI1

a"

ALBION: LANDOf FA ERIE RULES. PACE J

[1.0]

Introduction

COMMENTARY:
In the year 2679 (399 B.C. according io
modern reckoning). Aubcron, King of Albion, sailed in search of Joiunheim. Wiih
him sailed his court magician. Corin ihc
.

Shapcr, ihe

Champion of

Lcinstcr,

Ogmc

and a hundred of ihc flower or


Faerie nobility in five great sailing ships.
They were to be gone a year.
Nearly three months to ihe day after
Ironfisi.

Aubcron departed Albion, the Trolb of


Strathclydc brought before Grogan, their
warchicf. a young Elven captain captured in
a border raid into Albion. Put to the question, the soldier revealed what he knew of the
King's absence.
the advice of his court
witch, Callach, the Troll warchicf dispatched
his captive north into the land of Moray,
there to once again be put to the question for
the edification of Imric Troll-Lord, Master
of Moray and Speaker of the Clans.
At leader of the Fomohan Confederation of the North, it was Imric \ task to weigh
ihe effect of such information upon the

On

tenuous balance of power between the


Fomorians and ihcir hereditary enemies, the
Elves. And so it was thai Imrie weighed and
pondered and came at last to a decision. And
that decision

Albion:
strategy for

was war.
Land of Faerie is a game of
two players, set against the

backdrop of the Third Fomorian War of


2680. which weakened the power of Faerie in
the Enchanted Isles (present-day Ireland and
England) and paved the way for the domination of men. One player (the Fomorian
player)

controls

the Trolls

(also

called

Fomorians) of the Confederation of the


North (present-day Scotland). Con naught,
Munster. and the Eastmareh, as well as the
Trolb' allies, the Humans (called Mundanes)
of The Borders. The Weakl, and The bastmatch. The other player (the Faerie player)
controls (he Elvish Kingdoms of Albion.

and Lcinstcr and the allied


Gnomes of the Hearthstead of Curwyllan.

Gwynedd,

Ulster,

The players alternately move piece*


representing the forces and persons under
their control across a map of ancient Britain
and Ireland and use these pieces to attack
each other, to capture strategic objectives,
and to otherwise fulfill their victory condio being played.

[2.0]

Game Components

COMMENTARY:
Each copy o( Albion should include the
following components

One 22* x 34" game map


One Section of 200 die-cut cardboard
playing pieces

Army Playing Piece (Back)

Simulations Publications. Inc.


25? Park Avenue South
New York.
10010-7366

Dtpto,mmHr.

NY

Note that SPI cannot replace game component* displaying only minor manufacturing inaccuracies.

CASES:
[ri] The map represents ancient
and Britain, part of the
European continent, and

Ireland

surrounding waters.
The hexagonal grid superimposed on
the map terrain regulates movement and
positioning of playing pieces. Each hexagon
(hex) represents an area four leagues from
side io side. The map is also divided into a
number of kingdoms and sea 'ones, to allow
to visualize

players

the

relative

strategic

Note: Some army pieces have ihe name of


the fortress in which they arc deployed on the
front, and the number of that hex on the
back, lo help players set up ihe game. Other
army playing pieces are distinguished only by
kingdom. These pieces arc printed with different Combat Strengths on the front and
back to provide greater flexibility in breaking
down armies. There is no difference among
Combat Strength Points of the same
kingdom, and they may be freely exchanged
(like money) Io break down or build up ar-

situation

and execute the mechanics of play.


hexes are color-coded to indicate the
Magical Aspect of the hex (either mundane,
normal, enchanted, or wild magic).

mies to

Some

maneuver and deployment of those armies.


Altogether, there are four types of army

The game includes various charts


tables, the uses of which are
explained in appropriate rules Section*.
The charts and tables printed on the

the game:

|2.2|

reflect

casualties or

to assist

in

pieces representing the four races depicted in

and

a JS

map include the Terrain Effects Chan. Combat Results Table. Casualty Table, Attrition
Table, Discovery Tabic, and Activation
Combat Rating Roster, pnnted in
Table.
this rules booklet , is provided to help players
record the status of persons under their control (this rosier should be photocopied for
repeated use). Four detailed summaries
Enchantments, Magic Items. Places of
arc also provided in
Po*cr, and Persons

Gnome

/*

Ship Playing Piece (Front)

this booklet.

The playing pieces represent

[2.3]

companies of troops, individual ships,


and persons who fought in the Third
Fomorian War.
Armies are represented by individual
Combat Strength Points (CSP's) of a particular race

-'...'

.:!

-l

Ship Playing Piece (Back!

and kingdom. Within the same

color, these pieces arc interchangeable, just


as though they were denominations of

money. Each

CSP

represents a

company

SadSflilfS*o/

of

75 to 1 50 soldiers, depending on the race.

Each ship piece represents a single namat full strength (when face up) or

LHmetl Skip Symbol

ed warship

damaged (when (ace down).


Each person playing

piece represents

Person Playing Piece (Front!

one of the leading personalities who fought


in the war. In most cases, the front face of the
piece shows the person in the company of an
escort of troops (equivalent to a single CSP).
and the back face shows the person without

-L-2 5 6

Ms escort.
Various markers arc also used in Ihc
to represent magic items and destroyed
and io help players keep irack of

game

-*-A.
Command Kuam

0aw.WarS""W*

fortresses,

game activities.

Person Playing Piece Back)


I

SAMPLE PLAYING PIECES

One

16-page booklet of rules and


support material

Twosix-sideddicc(no[ included in
Arei edition)

One game box (not

Customer Service Dept.

included in Ares edition)

If any of these pans ate missing or


damaged, describe the problem on a
postcard and mail it to:

Army

Playing Piece (Front)

Drpti/imr*i Hrx-

Mawnmr-

-Alklow

M Hfe.

Note: Many persons in thcgamc have special


arc depicted by the Person Symbol used on i heir playing pieces:
abilities that

ALBIOS: LASDOFFAERIE RULES. PACE 3

[3.01

Game Terms

The

ft

terms

Mmv

of army pieces (e.g., Troll


of Trolls).

and

friendly
distinguish the playing pieces and actions of
one player from those of the other. All pieces
controlled by one player are friendly to one
another and arc enemies of all pieces controlled by the other player. Phases during
which players may undertake certain activities (see Course of Play. 5.0) are also

\!.-..S,-

enemy (for exama friendly Movement Phase). All friendly


pieces occupying a single hex constitute a
sometimes
stack,
referred to asa "force."
Playing pieces arc distinguished by type
(army, ship, or person): race (Elf. Mundane.
Troll, or Gnome); and kingdom (Ulster.
referred In as friendly or
ple,

.fow

Some persons have mure than one


For a complete summary of
Person Symbols, see the inapshcet.
special ability.

Some person pieces show different person*


on the front and back. Inthesccascs. the person depicted on the back of the piece enters
the game whenever the person depicted on
the front

is killed:

Connaught, The Weald.

East march, The Borders, Curwyllan, Mundania,


Albion,
Gwynedd. Strathclvde.
Ochil, or Moray). The playing pieces also
have various ratings printed on them:

Maximum Combat

person pieces have a magic item on the


back. In these cases, the magic item is carried
by the person depicted on the front until thai
person is killed. At that time, the piece is flipped over to reveal the mafic item, which may
be claimed and used by other persons:
r

mom

Leinsicr, Munstcr,

BACK

Strength,

piece's

basic ability to engage in combat. Combat


Strength U measured in Combat Strength
Points (CSP's). Each army piece consists of
the number of CSP's printed on it. Each
escort consists of one CSP. Each perton has a
Maximum Combat Strength printed on hi*
piece. This is the Combat Strength with
which the person starts the game. As he suffers wounds, his Combat Strength will
decrease to a new Currant Combat Strength;
as a result of healing, his Current Combat
Strength can be increased to his Maximum
Combat Strength again. Only enchantment
or possession of a magic item can raise a person's Current Combat Strength higher than
the

Maximum

printed

on

his piece.

When

in-

volved in combat, a person always uses his


Current Combat Strength.

OTHER PLAVING PIECES

Basic Magic Strangth. A measure of a per son's ability to perform magic. By adding the
current Mana Laval (which varies according
to the Game-Turn in progress) to a person's
IV
Magic Strength, the person's Currant
Magic Strength ts determined. This Current
Magic Strength helps determine the range at
which an enchantment will be effective.
nd Rating. A
of a person's

command

army CSP's.
Movemant Allowance. The measure of a
person's ability to move across the map. The
Movement Allowance is expressed in terms
of Movement Points, which are expended to
enter a hex.
The magicial quality of a particular hex
is known as the hex's Aspect. A hex has
cither no Aspect, or has one of three distinct
Aspects: mundane, enchanted, or wild magic.
ability to

friendly

x 4 means

4 CSP's

Clan Moray
2611: Bargucst (Brgucst). 2613: Ftntfoot
/
(Fltfooi). H iidnrfer(Windrdr).Scu'/nc/o(Strmcrw). Rediooih (Rdtooth). 2714:
Troll x 4. 2810: Runk. Troll x 4. 3012: Imrk.
Troll x B. 3105: Gait loch (Gairlch), Troll x 6,
3206:OuAArart(Oakrirt).

Clan

OchU

3118: Hogan, Oull/ool, ffoynaVr(Reefrdr),


MoonfOp( Moon tp). Troll x 6. 3314: Glastyn,
Troll x 6.

Clan

Cumrock ol Strathclyde

2821: Troll x 4. 2920: Grogan. Callach.


Troll

x 4.

Men of ttsa Eastmarch


3337:

Dobk

Kingdom

Magog.
Aimcl. Mundane x 6.
Mundane x 2.

the Scryer. 3439:

Troll x 4. 3639:
3737: Bran Og,

Mad

of the Borders

3218: Brian Mac Iver (Macher), Smv/wxr


(Seavnxe). Mundane xfi. 3321: Mundanex2.

Clan Connaught
0720:/runrjrA(l!ii!oo!ii),.<irar<i/!x.

Blue/ah (Blufish). 1421: Connan. Troll x 6.

Clan Mac Ennle of Munetee


0327: Fauwind (Fairs, nd). Pelican. Troll x 4.
1026: Balor. Troll x 6.

Men of the Weald


2242: Season/;. 2340: Cormac. Mundane x 6.
2941: Dando. Mundane x 2. 3146: Sean,
Mundane x 6. 3643: Atowo/*rr(Mslwlkr).

Kingdom of Albion
2339: Ednc.FoarnridcrM'mrlder), Elf X4.
3034: BUdor, Fit 4. 3140: Colleran. Elf x4.
3429: Donvcn. E x 2.

The Faerie player sets up his inactive


pieces in the hexes indicated as follows:
3,

Kingdom of LaJmeeT
1426;

Dagda,

Brigil,

>b/b

Angus

MacOg(MacOg).EIfx4.

Kingdom of Ulster
1318: Chracan (Ctraotn), BU x 4. 1922:
Finvarra(Fnvatia). Morigu.Elfx6.
Trollbane(l2).

Kingdom of Gwynedd
1836: Midinhir(Midnhir). Seawich
(Scawtch). Elf x 6. 2030: Arwan, Morwtar
(Mrnstar). Elf x 6. 2437: Branwen (Branwn),
Elf 4. 2830: Evens/or (Evmlar), Eirx2.

The Gnomee of CurwyXan


1241: Trumpin (Trmpin), Gnome x 6.

1740:
Erskine. Malckin. Gnome x 14. Lyme's
Hammer = 1 1). 2240: Spriggan (Sprggan).
(

Gnome x 8.
The

Faerie player sets up those inactive


parsons controlled by neither player in the
4.

hexes indicated as follows:

[4.0]

How to Start
the

Game

2034: Dunatisthc White. 2608: Mishathc


Wise. 3433: Gcrflax Haefay (Gcrflax). 3705:
The Worm of Mousa St our.

a scenario (see 22.0 and 23.0) and


determine who will play each side.
1. Select

Dana 'sTorquellOS). Nuada's Helm


The Red Cleaver < 10). 1323: The
Book of Glamours (*0l). The Book of Gyres
(002). 2128: The Mailcoai of Gofannon
1023:

(09),

Note that the following playing pieces are designated by hex number (in bold), person,
ship (in Halle), by magic item, and by CSP's

(080. 2629: Colt Pixy (B04). 2634:

ALBION: LANDOF FAERIE RULES. PAGE4

Gwydkm's Suff

(B07), Finn'* Radc (*06).


3705: Bran's Curse Q03).

The

Game-Turn
Game-Turn

Faerie player place* the


marker In ihe first bo* of the
Record Track on the mapsheet.
I.

undergo attrition as a

result of lack of command, the presence of storms or other

are stacked together, and conducting overruns and artifact searches as he wishes.

weather effects or enchantments, or the occupation mundane, enchanted, or wild


magic hexes (8.0).

b.

The Faerie player rolls two dice for each


hex containing Fomorian pieces undergoing
2.

The Faerie player sets aiide the piece),


constituting Auberon'a expedition for
future use: Auberon, Ogmc, Corin. StoutMean, Caletop, Cloudklss. Swancoat, end
7.

SHwpttk.
t sorted

The game is now ready to begin. Play


commences with ihc first Game-Turn, and
proceeds for the number of Game-Turn*
9.

specified in the scenario selected (see 22.0

and 230). at which lime victory is evaluated.

ailriiion.

The Faerie player modifies this dice roll


according io the rules in 8.2 and consults the
Amnion Tabic (sec mapsheet) to determine
ihc level of casualties inflicted on all
Fomorian pieces undergoing attrition in each
hex,
4. The Fomorian player consults the Casualty Table (see mapsheet) to determine the exact losses he suffers as a consequence of the
result obtained in the preceding Step, and
3.

by the Faerie player.

at Full si length.

1.

Recovey Phase

a.

The Fomorian

Course of Play

[5.0)

GENERAL RULE:
Albion: Land of Faerie is played in increments called Game-Turns, during which
players act according lo a rigidly defined sequence ol play. Each Game-Turn represents
a fortnight (about 15 days). Each Game-Turn
consists of three Segment* and two PlayerTurns, each of which is sub-divided Into a
number of Phases and Steps. Game activilies may never be undertaken out of sequence.
The player whose Player-Turn is in progress
Ls referred io as t he active player, and h is opponent is ihe Inactive player.

WNtMr Segment

Players

consull

Mane

Record
Lavel and the

weather for the Game-Turn (6.0).


B. Enchantment Segment
1.

Both

players

secretly

note

2.

have
his persons occupy hexes which
automatic healing properties, and removes
the appropriate number of wounds from
those persons (9.0).
b. The Fomorian player removes all Refit
markers from his ships and turns each ship
that had a Refit marker face-up to reveal us

undamaged side.
o. Ai hit discretion, the Fomorian player
may place Refu markers on any of his
damaged ships which are eligible to initiate
repairs during this Phase (9.0).

The Fomorian player determines which


his persons arc eligible to have wounds
healed during the Phase (including those
healed in Step a).
d.

of

than or equal to the Current Combai


Strength of the person, he recovers from a
number of wounds equal to the roll. Other's

from no wounds.

Pm*

a. The Fomorian player consults the Activation Table (see mapsheei) io determine which
friendly Inactive pieces are eligible to become
active. Note thai only the
is friendly

Worm

Fomorian player for purposes of this


numerous inactive persons and king-

lo the
roll;

of the enchantments.

doms are friendly to the Faerie player.

reveal the enchantments they


during the Segment and all pertinent
concerning them.

The players

b. For

each

the result per 10.4.

whether each enchanimcni he

is

attempting

lo cat) is effective (7.0).

Enchantments ihai are effective take immediate effect and remain in effect for ihe

4.

entire

Gamc-Tum.

In

some

cases,

ii

will

be

necessary to place a marker lo indicate ihls.


5. Each person who attempted io casi an enchantment (whether successful or not) is

noted by placing an

Enchantment marker

on his piece.
C. Attrition Seg
1.

his

The Fomorian
army pieces,

ment
player determine* which of
ships, and persons musi

inactive

eligible

Fomorian player

details

Each player independently determines

person in the slack.

When all forced marche* are completed,


the Fomorian player rolls two dice for each
stack that engaged in forced march, subtracting ihe Command Rating of any one person
accompanying the stack. He then consults
the Attrition Table (sec mapsheei), using ihis
total io determine the loss level suffered by
ihe stack as a result of forced march (applied
c.

rolls

piece,

the

(WO dice and modifies

c. In each case where the modified roll is less


than or equal to ihe number for ihai piece (or
kingdom), ihe piece (or all the pieces of the
kingdom) becomes active under ihc
Fomorian player's control. Otherwise, piece*
remain inactive, and no new attempt io activate them is possible uniil ihe next
Fomorian Activation Phase.
3.

Movr.ui:Hi

splitting

Phah

Faerie player may move all his eligible


stacks (13.0) a number of Movement Points
equal to the Command Rating of one friend-

The

person

6.

in their stack.

Comsai Phase

a. The Fomorian player announce* which of


his pieces co-occupying a hex with enemy
pieces will at lack ihose enemy ptcces in
tle

a bat-

or engagement.

The Faerie player states in each case listed


ihe previous Step ihe type of terrain (from
those available in the hex) in which his pieces
will defend.
b.
in

The Fomorian player announces the


among those in which he is
banks and engagements) in which
he also wishes to conduct challenge comhexes (from
fighting

bat and

specifies the type of challenge combat he wishes to initiate.

d. The Faerie player announces which of


those challenge combats declared in the
previous Step he will accept. He may also
declare thai he is initialing challenge combat
in hexes in which, although a bailie or
engagement is taking place, ihe Fomorian
has initialed no challenge combat (or only
one type of challenge combat).
a. The Fomorian player announce* which
challenge combalshe will accept from among
ihose initiated by ihe Faerie player in ihc
previous Step.
f.

The Fomorian

player announces which

hexes containing only opposing persons (and


possibly ships on which those persons are not
embarked) will be sites of melee combai

combat and melee


combai announced and accepted in Steps c.
d. a. and f . ihe Fomorian player executes ihe
combat resolution procedures discussed in
16.0, and both players remove losses as
g. For each challenge

discussed in 7.0.

When all challenge and melee combats


have been resolved, the players individually
resolve all battles and engagements announch.

ed in StepadS.Oand

16.0).

E. Faerie Pleyer-Turn

Pimm

a. The Fomorian player moves each of his


pieces or stacks individually in any directions
up IO the limil of their individual Movement

Allowances,

Reaction

4.

ly

player determines which of

will cast

3.

repeat Slept I

D. Fomorian Player-Turn

2. Aciiv.no*

(on scrap
ihc persons

paper) what enchantments


they control arc casting during this Segment,
listing the persons casting the enchantments,
target hexes (where appropriate), and any
other information necesary to determine the
effects

and

less

Game-Turn

the

Track and note ihe

players retene roles

through 4 to determine the attrition tosses Svf/ered

e. The Fomorian player rolls one die for


each person eligible in Step d. If the roll is

SEQUENCE OF PLAV
A.

T*e two

as in 8.0).

removes the indicated losses.

Nun.- The playc-r selling up each slack del ermines the order of pieces in ihe slack (i.e..
which pieces are topmost and boiiomost).
All persons with escorts are deployed with
their escorts attached. All ships are deployed

When ihc Fomorian player has moved all


he wishes to move by normal
movement he declare* which of his pieces (if
any) will attempt a forced march. Stacks
ihai engage in forced march move again, using a number of Movement Point* equaling
the Command Rating of any one friendly
his pieces that

and'or combining
which pieces

slacks, adjusting the order in

The

Faerie Player-Turn

is

conducted exactly

as the Fomorian Player-Turn, except the


Faerie player is the active player. Whenever
"Fomorian" is mentioned in D. read
"Faerie," and vice versa.

ALBIOS: LASOOF FAERIE RULES. PAGE


This sequence of play Is repeated until the
end of (he last Game-Turn of the scenario being played. Ai the end of each full GameTurn, the Game -Turn market is advanced

oneboxalongiheCamc-Tum RccordTrack.

[6.0]

[7.0]

removed ftom play.

Weather

PROCEDURE:

Weather afreets Ihe movement capabiliof pieces and may necessitate attrition
weather for the entire

some pieces. The


for each Game-Turn is listed on the
Game-Turn Record Track. The weather can
be altered locally, or for the entire map.
for

map

through enchantments or magic items. There


arc three type*

of weather:

clear, rain,

and

CASES:
(6.

Cleat weather has no effect

1 )

on

play.

The following

(6.2)

hex subjected to

rule* apply to

each

rain:

1. All ships that are bad sailer* that begin


an Attrition Segment at sea must undergo attrition during (hat Segment.

pay one additional


Point to enter each hex.
2. All ships

3. All

minor

which (here
hexsides.

rivers that bolder

Movement

only hexes in

rain ate treated as major rivet


effects of fords (but not ferrses

is

The

and bridges) on such hexsides arc ignored.

The Movement Point cost to enter a clear


hex ot any hex by trail is increased by one.

Whenever a player is required to remove


Irom aimy/escott pieces, each loss

losses

represents one Combat Strength Point (CSP)

permanently removed from play. A CSP loss


may be satisfied by removing an escort (invert the person piece to which the escort Is attached to reveal the uncsconcd side) ot by
removing or inverting an army piece. Example: A 2-CSP army piece required to lossone
CSP would be inverted to reveal its l-CSP
side. Remember that army CSP's are interchangeable within the same color (kingdom).
Ships lakes losses in terms of Steps
rather than CSP's. Each ship has two Steps,
represented by the ship piece's front, lullsttcngth side and back, damaged side. To
satisfy a onc-S(ep loss, invert a full-sttength
ship to it s damaged side, ot remove a damaged ship from play. Removing a full-sttcngth
ship from play satisfies a two-Step loss. Ships
removed ftom play never ret utn to (he game,
but a ship that loses only one Step (damaged)
may be repaired (9.0).

Damage to a person is recorded on the


Combat Strength Roster. Each player should
keep his own copy of this roster, upon which
he secretly records the losses suffered by his
persons. Losses to persons are represented by
wounds which are marked in the boxes opposite (he person's name as shown:

4.

5.

Land pieces may leave (but not

enter)

marsh hexes.

COMBATSTRENGTH ROSTER
ALBION
Antler.,:.

The following

(6.3)

tules apply to

each

1.

The Movement Point

cost

to enter

mountain hex and cross a mountain pass hexside is doubted. The cost to cross a mountain
paw hexside is noi doubled if only one of the
hexes joined by that hexside is under the cffectsof snow, however.

Mtnot

hexsides (ha(
hexes in which the weather
treated as cleat hexsides.
2.

river

XX

Collcran

hex subjected to snow:

border only
is snow arc

Army CSP's occupying a wo* hex must


undergo attrition unless in a friendly fort rev..
3.

Ships occupying a coastal hex under the


effects of snow may not depait (hat hex.
Ships must cease movement upon entering
such a hex.
4.

5. Each ship designated a bad sailer that ocan all-sea hex under the effects of
snow during the Attrition Segment must

cupies

undergo attrition during that Segment.

XXX

Cor in

tha trample. CoHtranhaifiturdiwo


HVtmtb; Corlr hoi reeel'rd three wotindt - *w
In

Mat/mum Combat Sffugiil andhai r*m beet


killed.

Auberon hhmommW

When all of a

person's boxes aie marked off,


(he persons's piece is removed from the map
(If the person had an escort, a CSP of iheappropriare kingdom should be put in the per-

result

enchantment

that type.
(7.3)

Excess losses ere ignored.

If a player has insufficient pieces in a


stack (o satisfy a required class of loss, (he
balance of i he loss is ignored Such losses are
never convened (o another type.
.

Losses are removed Independently


and simultaneously when inflicted as a
(7.4)

result of combat.
Neiiher player may examine how his opponent applies his losses before he applies his
own. All losses are removed before retreats
arc undertaken.
(7.5) Army/escort CSP's aboard a ship
are destroyed whenever the ship sinks.

Army and escort CSP's never suffer


losses as a result of a naval engagement.
Results to the left of (he slash on the Casualty
Table are ignored in such cases. However, atmy/escot( CSP's aboard ships are destroyed
if the ship on which they are embatked is
sunk. Persons aboard ships which are sunk
are immediately reassigned to .any friendly
ships remaining in the slack. If no friendly
ships remain, the persons are killed unless (he
hex is a coastal hex an no enemy ships remain
in the hex. If the hex is a coastal hex and (here
are no enemy ships in the hex, the persons are
considered to have reach shore. In any event,
all magic Items (including possessions) carried by a person aboard a ship which sinks
are removed ftom play.
(7.6)

piece's Cuttent

Strength

Is

used as

its

Combat
Combat

Strength.
Persons have their Combat Strengths
reduced by one fot every wound they have
suffered. Similarly, the Com bat Strengthof a

damaged ship is shown on its damaged


(7.7)

|7.9)

side.

Casualty Table
(sec

(7.8)

mapshect)

Combat Strength Rostet


(seepage II)

Persons Summary

CASES:
Losses as a result of combat and
attrition are found on the
Casualty TeWe.
In most cases, losses suffered by a piece
will be inflicted by results derived from (he
|7.l)

Combat

friendly stack.

Snow can occur only as the

(6*|
of an

them among

who still have unmarkmay be healed of (heir

Track.

clear,

however), the player may distribute


eligible pieces as he sees fit. Exception: Certain results (indicated with a 1)
on (he Casually Table requite that all losses
to a particular type of piece be removed from
one piece of that type until the piece is
destroyed, afier which any remaining losses
may be removed ftom any eligible pieces of
7. J,

wounds (9.0). As wounds arc healed, they arc


erased from (he person's boxes.

ed boxes remaining

Note (hat there ate no snow GameTurns Indicated on the Game-Turn Record

The Movement Point cost to enter

woods, forest, and rough hexes is increased


by one. All marsh hexes are treated as ckar.

who controls a stack


how loeses are distributed
pieces In that stack.
So long as all losses arc removed (see
The player

determines

son's place). Persons

Results Table or Attrition Table (sec


mapshect). The results on these two tables
are expressed in letms of letters which are indexed, according to Ihe size of (he forces involved, on the Casually Table. All results on
(his table apply to all pieces involved in the
combat or attrition dice toll which resulted in
casualties and which are part of the same

I.

(7.2j

among the

Persons may lose Combat Strength


Points: ships may lose Slaps, causing them
to be damaged or destroyed: and army (and
escon) Combat Strength Points may be

GENERAL RULE:
ties

Removing Losses

GENERAL RULE:

3.0)

Attrition

GENERAL RULE:
The following pieces are required lu
undergo
ment

attrition during (he Attrition Seg-

Any

ship occupying a hex which is under


an enchantment of Vortex Creation (09)
1.

during an Attrition Segment

Any ship (hat is a bad sailer occupying a


hex under the effect of tain or snow during
an Attriton Segment.
2.

ALBlON:LANDOFFAERIERULES. PAGES
Any Elvish CSP's and/or persons not embarked upon a ship and occupying a mun-

tive. Active pieces are fully controlled by

3.

18 4)

dane hex.

CSP's and Steps from persons, armies,


escorts, and ships.

Attrition results in the loss of

Pieces not required to undergo attrition

Any Mundane CSP's and/or persons not


embarked upon a ship and occupying an en-

in

chanted hex.

may

Any CSP oi person (of any race) not embarked on a ship and occupying a wild magic

losses.

4.

6.

hex.
6.

Any army CSP

not occupying a fortress

and not under the command of a person.


7.

Any army CSP

not occupying a fortress

a hex are not affected by attrition, and


not be damaged or removed to satisfy

When both ships and persons undergo


both ships and persons
suffer the indicated losses on the Casually
Table. Thus, If a casualty result of 3 is arrived
at, 3 Steps must be removed from the ships
undergoing attrition and 2 wounds must be
inflicted on persons.
attrition together,

and in a hex affected by snow.


8. Pieces in a hex under the effects of Finn's
Radc.

[9.0J

PROCEDURE:

The Procedure

outlined in Section
of
the sequence of play is employed to determine the exact effects of attrition. All
mutually friendly pieces undergoing attrition
in a hex undergo attrition together, as a single
stack.

Recovery and Refit

GENERAL RULE:
A person who has suffered a wound may
be healed, and a ship that has lost a Step
may be refit using the procedure described in
t he sequence of play.
Cases:

CASES:
|8.1)

Pieces

undergo

in

a particular hex

attrition only

may

onca par

Ga mo-Turn.
In some cases, pieces in a hex may be
subject to attrition to two oi mote reasons.
In such cases, all mutually friendly pieces in
the hex undergo one attrition dkc roll.

However,

all dice roll

any piece undergoing attrition in


the hex apply to all pieces undergoing attrition in that hex. Such dice toll modifications
are cumulative.

army CSP's without a


commander occupy a mundane hex (+3 to
If 4 Elvish

the dice roll) over which an enchantment of


Vortex Creation is cast I 5 to the dice roll)
during the same Attrition Segment in which
that hex is occupied by 3 friendly army CSP's
of uncommanded Gnomes, both the Elves
and the Gnomes would be required to
undergo attrition. Since all friendly pieces
undergoing attrition in a hex must do so in a
single dice roll, that dice roll would be
modi Tied by 8 for all pieces in the hex

Refit markers should be placed on refitting ships. All persons and army CSP's are
considered debarked as soon as a Refit marker is placed on the ship carrying them. They
may not move during their Player -Turn.
|9.2]

Any number

of ships

may be

refit

during a Recovery Phase, and any


number of wounds may be recovered
from the active player's persons.

Ships with Refit markers are eliminated H they occupy a hex containing
|9.3)

one or more enemy (but no friendly)


ships et the end of any Phase.

Subtrmct...

(9.5)

Command Rating of any one person In

...the

in

Add...
...3 if

the pieces undergoing attrition are

Elvish pieces in
...3 if

a mundane hex.

the pieces undergoing aitrition arc


pieces in an enchanted hex.

Mundane

Mana

Level if the hex the stack


occupies is a wild magic hex.
.

.the current

The placement

on ships

is

of Refit

markers

entirety voluntary.

undergoing attrition.

is

Base Magic Strength of any one person


the hex who is undergoing attrition.

...the

(9.6)

Persons occupying the Culllan

Braes. Gil's Rest, Kelle Braes. Rona'a


Bath, or a hex with Misha'a Rod may
have one or more wounds healed (20.6

and

result

the pieces are undergoing attrition as a


of meeting with Finn's Rade.

result

the pieces arc undergoing attrition as a


of the presence of Bran's Curse.

18.3]

Attrition lab

...5 If

(see mapshcet)

Once

activated, the Faerie player con-

Auberon's expedition.

Worm

of Mouse Stour. Mlshe


the Wise. Dunatla the White, and Ger(10.2)

The

Haefay are deployed Inective in


specified Places of Power.
The Worm is friendly to the Fomorian
player, while Misha, Dunatis, and Gerflax
are friendly to the Faerie player. Each of
these persons may be activated (Individually)
by a roll on the Activation Table, by the entry
of enemy pieces into their hex, or by any attack against them or attempt by the Enemy
player to cast an enchantment over them
flax

(10.3)

Gwynedd. Curwyllan.

Ulster,

and

Lalnster begin the game Inactive, but


friendly to the Faerie player.

They arc activated (separately) In the


manner indicated in the General Rule. Note
mainland hexes are considered for
purposes of activation: enemy pieces can
enter island hexes without violating the neutrality of (and thus activating) these kingdoms. Note also that , as an exception to the
General Rule, the Faerie player may move armies and persons (no ships) of these nations
thai only

while they are inactive.

No

piece

own kingdom until activated,

may exit

its

however.

19.6).

110.4)

The Active Player muat attempt to


heal all Persons under his control (including those controlled through enchantment) who are suffering from
wounds during his Recovery Phaae.
|9.7J

...3 If the pieces undergoing attrition are doing so as a rcsuli of an enchantment of


Vortex Creation.
...5 if

Beginning on Game-Turn 4, the Faerie


player rolls two dice in each friendly Activation Phase to see if Auberon's Expedition
enters the game. If activated, the Faerie
player places the expedition In any mapedgc

trols

Ships with Refit markers are eliminated if they occupy a hex in which the
only army/escort CSP's present are
mi i!-", at the end of any Phase.

the hex who

10-1 ] Auberon's Expedition Is the only


force not deployed on the map at the
start of play.
1

ship.

(8.21 Tr>* attrition dice roll


modified In a variety of weya:

may be

CASES:

hex in the Jotun Sea Zone or the Sea of Moray Zone. All five ships must be placed in the
same hex, and all three persons (and Auberon's escort) must be assigned to the same

modifications ap-

plicable to

Example:

Only ships occupying coastal


hexes free of enemy ships and army/escort CSP's during a friendly
Recovery Phase may be refit.
[9.1)

one

Player. Inactive pieces may not move (exception: 10.3), attack, or perform any other
game functions. Active pieces never become
inactive. Inactive pieces may be "Activated"
by dice rolls on the Activation Table (see
mapshcet); see the sequence of play. In addition, Inactive pieces are activated when they
are attacked by enemy pieces, when the
enemy player attempts to cast any enchantment which would affect them, or when
enemy pieces enter their kingdom. Whenever
a person or kingdom is activated, thai person
(or all pieces assigned to that kingdom) may
move and perform all game functions, as directed by the player friendly to them.

Activation Table
(seemapsheci)

[11.0]

How to Move Pieces

GENERAL RULE:
[10.0]

Activation

GENERAL RULE:
All pieces except

Auberon's Expedition

and those used as "change" arc placed on the


map at the start of the game. All pieces on the
map are in one of two states: active or inac-

Each piece has a printed Movement Allowance. This Movement Allowance is expressed In Movment Points. Moving pieces
expend one or more Movement Points to
enter each hex. The Movement Point (MP)
cost for each race to enter each type of terrain is listed on the Terrain Effects Chart (see
mapshcet). The ability of pieces to move it

ALBION: LANDOFFAERIE RULES. PAGET


affected by ihe presence of other pieces, by
enchantments, and by the weather (6.0, 17.0.

and

19.0).

PROCEDURE:
aciive player may move hit pieces
during a friendly Movement phase. The In-

The

may move his pieces during a


Reaction Phase. Each player may move his
pieces through contiguous hexes in any dirccup to (but not exceeding) the limit of

active player

tion(s)

each piece's Movement Allowance. A piece


may not enter a hex unless it has sufficient
Movement Points to nay the entry cost for

A piece is never obligated to move.


Unused Movement Points may not be loaned
thai he*.

to

other

or saved for later use,

pieces

however.
Pieces

may be moved

individually or in
stack moves at the rate of
ihe slowest piece in it. however. For example,
if one piece would be required to expend 2
MP's to enter a hex. and another piece in the
same slack would be required to expend 3
MP's, both pieces moving together would be
required to expend 3 MP's to enter the hex.
The active player may break up and 'or combine stacks any number of limes during his
Movement Phase, creating new stacks as necessary, or trading pieces between stacks
which occupy ihe same hex. The active player
may stop moving a piece or stack before its
movement is finished in order to move other
pieces or slacks returning later to resume the
original piece or stack's movement

groups (Slacks).

Whenever a person or army /escort CSP


enters a hex through a pass, minor riser, or
Tord (or ferry, bridge, or tunnel, in the case
of Elses). the Movement Point cost for that
lype of hexside listed on ihe Terain Effects
Chan is added to the cosi of the terrain of Ihe
hex. All such costs are cumulative. Hexside
terrain costs arc always assessed: a player
may not assume thai a hexside consists of
clear terrain per the treatment of terrain inside a hex, as discussed in 11.3.
[11.5J Trails and Faerie roads negate the
effects of the terrain in hexes for purposes of movement.
Hexside terrain is not negated. A piece
that enters a hex containing a trail or Faerie
road across a hexside containing that same
symbol pays the trail or Faerie road cost to
enter the hex. Trails and Faerie roads cease to
exist In mountain pa" hexside* during snow

Game-Turns.

Army CSP's not undar the comof b friendly Parson or not embarked on ships may not move during
any Movement or Reaction Phase.
|ll.l]

mand

Certain pieces must stop moving


upon entering a hex containing some
[ll.2|

types of enemy pieces.


All army/cscon CSP's must stop whenever they enter a hex occupied by enemy army/escort CSP's or heroes. Persons moving
with the army/escort CSP's musi also slop.
The active player's pieces may only continue
their movement in this case if they conduct a
successful Overrun of the hex. See 12.S.
All persons must stop whenever they
enier a hex containing

enemy army/escort

CSP's and may only continue their movement if they successfully evade their enemy

the hex.
"I The cost to enter a hex varies
with the type end race of the piece en-

111.

tering the hex.


Ship pieces pay only one
to enter
in any sea except the Minches (which
costs 2 MP's per hex), but may only enler all

MP

any hex

sea or coastal hexes.

Note: Persons accompanying armies or


with escorts attached are noi affected by the
workings of this provision and may not attempt to evade ihe enemy pieces.

Whenever there ere two


In

or more
a hex. the player

conducting movement chooses any


one type of traveraeeble terrain present
the hex.
His pieces entering the hex stacked together pay only ihe entry cost for that one

lype of terrain. This determination may be


made anew for each piece or slack entering
the hex. Note that a hex's Aspect Is not considered a terrain type; a player's choice of terrain includes only physical terrain.
|

ll.4|

Army CSP's,

escorts,

umn representing their race. For this purpose, ihe race of Ihe game's pieces is given
below:

Human: Callach and all persons and army


CSP's of The Borders. The Weald, and The
East march.

EH: All persons and

Gwyncdd,

The hexside through which

piece enters a hex mey affect the


Movement Point cost to enter the hex.

Ulster,

army CSP's of Albion.

and

Lcinstcr. plus Dunatls.

MishaandGcrflax.

Gnome:

All persons

and army CSP's of

Curwyllan.
Troi: All persons and army CSP's of Connaught. Clan Cumrock, Clan Gogma, Clan
MacEnnis. Clan Moray, and Clan Ochil (except Callach, who is human). In addition, the
Worm moses as a Troll on land (and as a ship

river hexsidcs) or tunnels (Other


pieces treai them as mountain hex sides).

|119)

The arrangement

of a

suck

ol

mey be freely altered during e


Movement Phase, as pert of
Reaction Movement, or during e combet In which the pieces are involved.
pieces

friendly

The order in which pieces arc stacked indkaics what pcrson(s) command the pieces,
who possesses which magk iiems. and
whet her apiece is embarked on aship(l2.1).
To indicate that a person possesses a
is placed beneath a person. To Indicate that a piece is being carried
by a ship, the piece is placed beneath ihe
ship. The person who commands a group of
Army CSP's is slacked on top of the CSP's
(unless embarked on a ship, in which case,
the person and CSP's In Ihe slack will all be
beneath the ships). The order in which persons are slacked in relation to each other is
immaterial (e.g., if a king, marshal, and captain were all preseni in the hex. any of the
three could be slacked on topof the others).
The players may never examine each
others' stacks except as a result of an Enchantment of Vision (or a magic item having
the same effect).
magic item, the item

Some persons have a symbol on ihe


front of their piece indicating that they have
an escort attached. This escori is the equivalent of Army CSP in all ways except that is
directly attached io the person and so is noi
1

it

subject to command rules. Just as ihe order


in which pieces arc stacked may be adjusted
during movement, so may escorts be freely
atiached or detached during movement or
reaction. When an escort is attached to an
unescorted person, the person's piece is turned over to reveal the from face (escort attached) and one Army CSP removed from ihe
hex. When an escort is detached, the person
is lurncd over to reveal the back (unescorted)
side. An escort may only be attached to
unescorted persons with escort capacity (one
side indicates an escon's presence) who occupy a hex with a friendly Army CSP of the
same color.

[12.0]

Special

Movement

at sea).

GENERAL RULE:

pieces (18.0).

types of terrain

pieces entering

a dyke hex always pey the dyke hex


cost, regerdless of other terrain In

and persons pay the number of MP's listed


on the Terrain Effects Chart under the col-

CASES:

111-31

Army and person

|I1.6)

mal minor

Callach's Waff and the Cait Sith pay I


per hex regardless of the type or terrain
the hex and pey no additional costs for

MP
In

hexssdc*.
1 1 1

.8)

Some types

of terrein ere prohib-

ited to certain pieces.


Ships may never enter hexes which do
not contain some sea. All other pieces except
the Cait Sith. Callach's Waff, and The Worm
may noi enter any hex unless it contains some
land (or they are embarked on a ship). Only
the Cail Sith, Callach's Waff, and The
may cross major river/lake hexsidcs. They
ignore these types of hexsidcs. Only the Cait
Sith and Callach's Waff may cross mountain
hexsidcs. Only Elves (and Gnomes accompanied by an Elf person and/or Elvish army
Combat Strength Poinis) may make use of
any ferries and bridges (all other pieces treai
ferries and bridges as though they were nor-

Worm

Several types of movement may be employed during a friendly Movement (never


Reaction) Phase. These include: tclcponation. sea transport, overrun, flight (see ?.9).
and forced march. In addilion, artifact

may be conducted (though these are


not movement, they do cost Movement
searches

Points: see 20.3).

CASES:
(12.1) Ships may embark and/or deberk
friendly persons, escorts, and srmiea
which occupy a coastal hex with them.

Ships and those pieces noted in 11.8 are


the only pieces ihal can enler all-sea hexes
without the aid of ships. Pieces that enier allsea hexes on ships use sea transport.
Whenever land pieces (persons, arnues, and
escorts) occupy a coastal hex with friendly
ships during their Movement Phase, the
ships pay $

Movement

Points to embark the

ALBtOS LAHDOF FAERIE RULES. PAGE 8


pieces.

carried

Once embarked, ihc pieces may be


by the ships without penally for rhe

remainder of ihcir movement. Pieces carried


by ship* may also be debarked ai any lime
during a friendly Movement Phase that the
ship occupies a coastal hex, ai a cosi of 5
Movement Points 10 ihe ship (regardless of
the number of pieces transported). There is
no limit to the number of pieces which can be
embarked/debarked during a Phase. However, a ship may have only one army or es-

any instant. Any number of


persons may be embarked, however. Land
pieces arc shown 10 be on board a ship by
placing ihem beneath the ship. The Worm,
Callach's Waff, and the Cait Sith may never
cort embarked at

be embarked.
Players should note thai the map for Albion very accurately duplicates the coastline
of the British Isles. As a result, however, a
number of hexes have more than one coastline (e.g. hex 2317). When moving by sea,
players should remember which side of a hex
their ships occupy, so that fleets are not dragged across a peninsula.

A ship and the pieces embetked


era treated a* a single piece
Land pieces using sea transport during a
Movcmcnl Phase may not move by land during that Phase. They have no Movement Allowance, and may not expend Movement
Points for any purpose. Further, the fate of
the ship determines the fate of any pieces carried aboard it. If a ship sinks, the land pieces

12.51

Overruns are a special typ of

movement

carries are destroyed (exception: sec 7.5).


Land pieces aboard a ship may not cast enchantments, engage in artifact searches, or
participate in battles.

They may engage in

challenge combat, and their combat abilities


are considered when conducting engagements. Embarked pieces always move with
the shipcarying them untilthey arc debarked.
(12.31 Teleportatlon allows a person to
move directly between Places of

Power.
Place of Power
Point to attempt

Any person occupying a


may expend one Movement
teleportation. Immediately

upon expending

the MP,
the roll is less than or equal to the person's
Current Magic Strength (see 3.0). the person
may be moved immediately lo any other
Place of Power with a range equal to that
person's Current Magic Strength in hexes. If
the dice toll is greater than the person's Current Magic Strength, the attempt fails and
the person immediately takes one wound.
the owning player

rolls

two dice.

If

enemy

player's

MP's in addition

battle

is

to the cost to enter the hex.


in 15.0

then resolved as described

may

the hex, the attacking pieces

continue

movement. Otherwise, they must cease


moving for the remainder of the Phase (no
additional Rounds of combat arc conducted).
All pieces conducting an overrun must be
their

part of the same stack when they enter the


hex of the overrun. In addition to all normal
battle modifications. 3 is subtracted from the
attack dice-roll. Challenge combats may take
place as a prelude t

Terrain Effects
(scemspshtco

dice arc rolled only once). It costs two additional MP's per escort teleported along with
a person. Not all persons being teleported
need be moved to the same hex
[12.4)

In

Armies and persons may engage

forced march.

(see

occupy a

for-

is

All forces of

Combat

Strength of

Units which are out of command may not


conduct artifact searches or overruns.
4.

To be in commend, an army CSP


must be stacked beneath a person
(14.2)

meeting the requirements of H.3.


The order in whkh pieces are stacked
may be changed at any time during movement or

the conclusion of a combat

at

Round.
(14.3)

Persons

may command

only

army CSP's.

sa*
A

i'i

13

may command only army

Reaction to

CSP's of their own color. Marshals may command only army CSP's of their own race.
King's may command any friendly army

Movement

CSP's.
|I4.4)

Reaction Phase of each

During the
Player-Turn, the inactive player may move
any eligible unembarked land pieces under

who commands a
Command Rating used to
game functions must

Regardless of

stack, the

modify various

be that of the

highest- ranked person

in

the stack (regardless of race).

his control.

only Captains ate present, any CapIain's Command Rating may be used. However, if a Marshal is present, only his Command Rating may be used, unless a King is
present, in which case his Command Rating
must be used. If there are two or more persons of equal rank, the owning player may
choose which Command Rating is used.
If

PROCEDURE:
The inactive player examines all his
stacks which are within 6 hexes (5 intervening
hexes) or enemy/army escort CSP's. Each
stack which is within a range in hexes equal to
the Command Rating of any one person of
number
his choice in the stack may react.
of Movement Points equal 10 the Command
Rating of any one person of his choice in the

stack may be expended on reaction. These


Movement Points may only be used to move.

A stack may not exit a hex containing enemy


army/escort CSP's unless the Command
Rating of a person in the reacting stack is
greater than the highest Command Rating of
any enemy person in the hex.

[15.0] Initiating

Combat

GENERAL RULE:
Combat may

take place in any hex con-

taining opposing pieces. The initiation of


iv always voluntary, although the in-

combat

114.0]

Command Control

active player must defend whenever any nonchallenge (15.4) combat is initiated by the active player. There are five distinct types of

combat

GENERAL RULE:
Army CSP's (but

lee,

persons, or
escorts) suffer penalties whenever they are
not under command. Assignment of an army
piece to a person's command is indicated by
placing the piece directly beneath the
n*>> ships,

person's piece.

CASES:

Army CSP's which are not under


command suffer the following

may not attempt to employ sea transport.


They may telepon. and may conduct over-

1.

runs and artifact searches.

each Attrition

not

always halved (rounded down).


army CSP's have a minimum
I. however. Thus, 2
Gnome CSP's which arc out of command in
a dyke hex would have a Combat Strength of
than
'/i
rounded
down).
I. rather
0(

Strength

mapsheeH

GENERAL RULE:

conducting forced
marches is described in the sequence of play.
Note: Pieces conducting forced marches
for

do

They may participate in combat and be


removed to satisfy losses, but their Combat

Captains

[13.0]

attrition

they

3.

Discovery Tebie

[12.71

[14.1)

The procedure

whkh

in

Chan

MP

They undergo

Segment

specified
[12.6]

new attempt may be made immediately by


expending another MP. if the player wishes.
A person may telcport other friendly
persons and escorts occupying the same hex
with him. but he must expend one additional
per extra person teleported (although the

2.

pieces.

and 16.0. If. after one Round of battle, the


enemy pieces arc destroyed or retreat from

It

it

which the active

Whenever one or more Army/Escort


CSP's enter a dear, woods or rough hex
which docs not contain an enemy-controlled
fortress, they may overrun any enemy army/escort pieces and heroes in the hex. The
moving pieces immediately expend four

(12.2)

on

in

pieces attack

penalties:

They may not move, react, or conduct


forced march. They may embark and/or debark, and may be transported by sea.

in

Albion: battle, engagement, meby combat.

dud arcane, and trial

CASES:
[15.1)

battle

The active pleyer may

whenever

initiete

his armies, escorts, or

heroes occupy a hex containing

enemy

armies, escorts or heroes.

At least one army or escort CSP must be


present (on one side or the other). If only persons (even heroes) ate present, no battle may
take place (melee is possible). All friendly
and enemy armies, escorts, and persons in a
hex must participate in any battle initiated in
that hex. Exception: Ships and pieces cmbarked on them may not participate in Battles.

115.3)

Th active pleyer

may

initiate a

naval

engagement between

his ships

(15.8)

hex.
ir a

mgapeme

ships with Refit

and ignore all

Ted

i:

ihn,

markers nuy not participate

results. All

other friendly and

enemy ships in the hex must participate, as


must any persons, escorts, and army CSP's
embarked on such ships. Unembarked land
pieces may not participate inan engagement.
the abeenca of army/escort
CSP's. the active player may Initiate a
115.31 In

melee between hia persons and enemy


persona occupying a hex.
Ships and person* embarked on ships
may not mclcc (though ihey may engage in
duels arcane and trials by combat). The presence of the ship in a hex has no effcel on the
ability of persons not embarked on (hose
ships to melee. Once a melee is initiated, all
persons not embarked on a ship who occupy
that hex must participate unless they possess
a magic ilem (Colt Pixy. Brigit's Cloak. Gerfla.- Wand, or the Staff of Dunatis) allowing
them 10 evade auiomaiically. In this case,
melee may be declined by the person possessing the item (and by any or all other persons
in the hex).

Either player may initiate one or


both types of challenge combat during
1I5.4|

a Combat Phase.
mbalj

of

ii

ing a formal duel between champions of both


sides. There are two distinct types of challenge combat: the duel arcane (15,5) and
trial

by combat

(15.6).

Combat

is

conducted

during which the initiative

in

Rounds

may

pass

back and forth between players.


Each time the Combat Ratio is calculated, the dice arc rolled and losses arc removed. These actions constitute one Round.
Once a Round is completed, a new Round
begins. The active player is always the attacker initially and his opponent is always the
defender. However, except in the case of
challenge combat, ihe attacker may decline
to continue attacking ai the end of each

Round. The original defender then has the


option to become the attacker. If he chooses
to do so, the Combat Ratio is calculated
anew (but the terrain type remains the same
in all Rounds once selected). The players may
trade ihe initiative back and forth between
each other in this manner, resolving one combat Roundafter another inahex until:
of the pieces of one side are eliminated
or have successfully evaded (19.0).
1. All

2. Oncsidereireatsoutofihehcxasatesuli
of combat (scctheCombat Results Table).
S. Both sides decline to initiate

a new Round

of combat.
4.

The combat

ment has

result

of a bailie or engage-

resulted in the elimination oral! ar-

my/escort and ship pieces in a hex (opposing


persons may remain; a melee may not occur
if a battle or engagement in which the persons look pan has already taken place).

ho

and only one challenge combat of each type


may be initiated per battle or engagement.
Magic items may be transferred between
friendly persons occupying the same hex
before resolving challenge combat.

A duel arcane Is a type of


challenge combat between magicians.
Only persons with a Basic Magic

(16.4).

|15.6)

used in a trial by combat

is

I6.S).

Several type* of combat may


take place in the aame hew in one Combat Phase.
115.1)

11 is theoretically possible for a battle, a


naval engagement and two duels arcane and
two trials by combat (one challenge combat
pet type for the battle, and one per type for
the engagement) to take place in the same hex

The attacking player rolls ihe dice, and


modifies ihe result as follows:
f.

Add...
...The Command Raiing of
ing person in the hex.

any one attack-

ihe defending player declined a duel arcane intiiiaied as a result of the baule and
one or more defending persons with a Basic
Magic Raiing of I or higher is participating in
the bank.
..

3 if

...5 if the defending player declined a trial by


combat initiated as a result of the batile and
any defending persons are participating in

the batile.

Subtract..
...The Command Rating of any one defending person in the hex.
the attacking player declined a duel arinitiated as a result of the battle and one
more attacking persons with a Basic Magtc
Rating of
or higher is participating in the
...3 if

cane
or

battle.

the attacking player declined a trial by


initialed as a resuli of ihe bank and
one or more attacking persons is participat...5 if

ing in ihe battle.

|16.0]

Resolving

Combat

Combat is resolved by indexing the


Combat Ratio for the combat with a modified dice-roll on the Combat Results Table.
The result of this procedure is indexed with
the the or each force to determine the exact
losses that each side suffer*. Each lype of
combat in each hex b resolved independently. The order in which the combats are resolv-

ed (within the sequence of play) is entirely up


to the active player. He need not announce
the order in which he will resolve his combats
in advance. Each individual combat must be
resolved before proceeding to a new combat,
however (i.e., one of the results given in 15.8

CASES:

1. The active player announces the hex


which the battle will take place.

in

2. The inactive player states which terrain


type his pieces will defend in (Exception:
17.|). All Combai Strength modifications
listed on the Terrain Effects Chan are applied to both players' pieces. Even if the initiative changes and Ihe original attacker becomes the defender, the terrain type does nol

change.

The attacking player may announce


challenge combat (sec the sequence of play).
The Inactive player accepts (or refuses) these
challenge combai s, and may initiate his own.
3.

The Combat Ratio found in Step 5 yields


a column on the Combai Results Table. The
modified roll yields a row. The intersection
of line and column yields a pair of letters.
The letter to ihe right of the slash refers to ihe
7.

general rule:

[I5.5|

Strength of at least 1 may partkipaic in a


duel arcane. Such combat is resolved using
each participant's Current Musk Strength

modified combai sirengih.

The Auacker's Combat Strength is divided by ihe defender's Combat Strength, and
rounded down to the nearest simplified
Combai Ratio found on the Combat Results
Table (ihus. 5 CSP's attacking 11 CSP's become* a Combat Ratio of 1-3). There is no
voluntary reduction of Combai Ratios.
8.

combat

Challenge combats

are announced and resolved as described in


the sequence of play. To initiate a challenge
combat, the player states the
in which the
combat will take place, which type of combat
it will be,
and what person will be the
challenger (but not what that person's current strengths are or what magic iicms he
may be carrying). The opposing player, in
each case, states whether or not he will accept
the challenge, and which friendly person in
the hex will fight for him. Only one person
per side may fighi in each challenge combat,

A trial by combat Is challenge


combat between werriors.
A person's Current Combat Strength

Each player adds the Current Combai


Strength of each hero and Current Magic
Sirengih of every person on his side to his

4.

scribed in 16.0.

and enemy shipi occupying the sam

defender. The kiter to ihe left of the slash refers lo The anacker. These results are used 10

determine losses on the Casually Tabk.

Each player finds ihe column on ihe Casualty Table containing his lettered result.
8.

9. Each player Ihen finds the strength of


force involved in the combat by adding together all of ihe army/escort CSP's thai participated in the combat without modifying
their strength in any way. Face value is always used to calculate losses. The resulting
strength of force will fall within one of Ihe
spans of numbers listed in the kft-most column of ihe Casualty Tabk.
10. By indexing the line representing the
strength of force wiih ihe column representing the combai result, the player determines
his losses. Losses to the kft of Ihe slash refer
to army/escort CSP's. while losses to ihe
right of the slash refer to wounds inflicted on
persons who participated in the combat. If a
result has a 1, all wounds or enough to kill the
person (whenever is less) arc removed from
one person who participated in ihe bank.
Any wounds in excess of what is necessary <o
kill the person arc inflicted on other persons
who participated in the combat.
|16.2)

Engagements are resolved as

ALBtOS LASDOF FAERIE RULES. PAGE


1.

The

active player

announces the hex

which the engagement

will

The active playci may announce and conduct challenge combat. The defending player
may accept lor refuse) these challenge combats,

and may propose his own

Combat

Each player

of

his participating ships, heroes,

Strengths

and

ar-

my/escort CSP'scarricd aboard the ships.


4.

The

resulting totals arc expressed as a

Combat Ratio (16. Step 5).


6. The attacking player rolls two
1 .

modifies the

roll

and

dice,

exactly as in 16.1 , Step 6.

The modified
Combat Ratio on
5.

indexed with the


the Combat Results Table
roll

is

to yield a combat result.


7.

combat result is indexed


strength of fore* on the Casualty

Each

player's

with his
Table.

The

ment

is

strength of force for an engageby adding the Combat

found

Strength of the ships involved. Army/evcorl


and person CSP's are ignored.

Numbers on the left of the slash on the


Casualty Table are ignored. Those to the
right of the slash represent both steps tost
8.

from ships, and wounds inflicted on persons.


A result with a 1 indicates that at least one
person must be killed 16. 1. Step 10). and one
1

ship sunk.
1

16.3)

Melees are resolved as follows:

The active player announces the hex


which the melee will take place.
1.

in

The players separately total the Cuirent


Combat Strength or Current Magic Strength
2.

(whichever is higher) for each of their participating persons. Only one strength (combat
or magic) can be used per person (though
each time the combat strength is recalculated, the rating selected may be changed). The
Current Combat Strength of heroes is doubled for purposes of melee combat
3.

The

resulting totals arc expressed as a

Combat Ratio (16. 1, Step


4.

The attacking player

S).

rolls

two dice and

modifies the result as follows:

Add...
...The Command Rating of any one attacking person in the hex.

Subtrmct...
...The Command Rating of any
ing person in the hex.

one defend-

The modified roll is indexed with the


Combat Ratio on the Combal Results Table
to yield a combat result.
6.

combat result
with his strength of force on the Casually
Table. The strength of force is found using
the same numbers as were used to calculate
.

Each player indexes

Combat

the

his

Ratio, except that the face value


is used (the Mana Level is not

of all persons

added to persons' Bask Magic Strengths and


the

Combat

Strengths of heroes are not

doubled).

of the slash on the


Casually Table are ignored. Those to the
right of the slash are wounds inflicted. A result with a 1 indicates that at least one person
must be killed (16.1. Step 10).
7.

The

Combat
2.

Ratio.

Only one person may

participate per

may

be challenged to

by

trial

combat and duels arcane, however.


except dykee have
an intrinsic defensive Combet Strength
1)7.4) All fortresses

of

1.

is added to that of other


which are defendingin the hex
never modified by terrain. This
strength may be eliminated as a
combat loss. However, it may only be eliminated for this purpose after all other ar-

This strength

There ate no modifications to the dice


roll (except as a result of magic items). Command has no effect on duel arcane. Acceptance of a duel arcane U voluntary but. once
accepted, a person may never withdraw from
the duel

(all retreat results

arc ignored) until

one or both panic) pants arc dead.


|16.5] Trials

by combat are conducted

similarly to melees.

The major differences are two:


1. The persons involved may only use their
Combat Strength (doubled if they are
capable of Heroic Combat) for purposes of
calculating the Combat Ratio and strength of
force (using their unmodified Combat

friendly pieces
It is

(only).

intrinsic

my/escort CSP's in Ihc hex have been eliminated. Its elimination docs not result in a victory point award (23.0). but does destroy the
fortress for the rest of the game (place a Ruin
marker in the hex). Fortresses may be destroyed, but never captured. Dykes may
never be destroyed, however.

Persons may not attack pieces


side a fortress unless they attack in
conjunction with one or more
a r my / escort CSP's.
[IT .51

In-

Strength).
2.

Only one person may

participate

per

player.

There are no modifications to the combat resolution dice toll (except as a result of
magk Items). Command has no effect on
trial by combat. Acceptance of a trial by
combat is voluntary but, once accepted, a
person may never withdraw from the trial
(retreat results are ignored) until one or both
participants are dead.
116.6)

Combat
(ire

(17.61

* dyke Is the

only type of for-

tress that affects movement.


AH pieces except Elves (and Faerie-con-

accompanied by Elves) pay 6


enter a dyke hex. Elves (and accompanying pieces) pay only 1 MP.
trolled pieces

MP's to

[18.01

Evasion

GENERAL RULE:
Whenever persons other than heroes oc-

Results Table

mapshKO

cupy a hex containing enemy army/escort


CSP's. Ihcy arc automatically killed unless
oneofthefollowingconditionsismet:

[17.0]

1.

Fortresses
fortresses:

3.

CASES:
a battle is initiated against army/escort CSP's and persona occupying a hex containing an undeetroyed
friendly fortress, they are considered to
be inside the fortress.
If a functioning friendly fortress is in a
hex, a player's force must defend In that fortress. Thereafter, all Rounds or that battle
arc conducted using the terrain bonuses and
)I7.|) If

penalties for the fortress. Players should note

both the attacker and defender's

bat Strengths are modified

when

Com-

a battle

fought at a fortress.

Only army/escort CSP'a (not


ships or persons) are affected by the
presence of a fortress.
(17.2)

A person

In

em-

inside hol-

low hills), dclvings (the deep-dug halls of the


Gnomes), brochs (the huge circular towers
built by the Trolls), stockades (the ditched
and pailisaded man-towns), and dykes (the
five enchanted hexes of Dermot's Dyke
which form a magical barrier between Faerie
and the north). Each of these fortress types
modifies the Combat Strengths for army/escort CSP's which fight batiles(only) in them.

1)7.3)

inside a fortress or

The enemy army/escort CSP's are embarked on ships.


2.

There arc five types of


knowes (the cities the Elves built

that

The persons are

barked on ships.

GENERAL RULE:

is

a friendly fortress

may not be attacked in melee combat


unless the fortress

is

destroyed.

friendly hero or friendly army/escort

CSP's are in the hex.


4.

The persons successfully evade

the enemy

CSP's.
In general, opposing pieces in the same
hex are considered to be aware of each other.
However, the evasion procedure may be used
to evade enemy pieces. In effect, successful
evasion allows unfriendly pieces to occupy
the same hex as if they were ignorant of each
other. Evasion may be attempted in the fol-

lowing situations:
1. Persons may attempt to evade enemy
pieces whkh enter their hex during the enemy

Movement Phase.
2. Persons may attempt to evade enemy
pieces occupying hexes which they enter during a friendly Movement Phase.

Persons may attempt to evade enemy


pieces at the conclusion of a battle in which
all friendly army/escort CSP's and heroes
3.

have been killed (and they would themselves


be killed, unkss evasion is successful).

losses to the left

Duals arcana are conducted slml{fly to melees.


|I6.4)

The persons

player.

3.

totals the

Persons

involved may only use their


Current Magic Strengths to calculate the
1.

2.

10

The major differences are two:

In

take place.

may

Ships, armks,
not evade.

and persons with escorts

PROCEDURE:
Whenever a player desires to evade,
both players roll a die. Each player's roll is
modified by the addition of either the Command Rating (or the Current Magic Strength

ALBIOH:LAKDOFFAERIERULES.PAGEH

tolling player'* choice) ol one friendly


person In (he hex.
player with army/escort
CSP's in the he> has the additional Option of
adding the number of army/escort CSP's to
hit roll (instead of using a person's rating).
The player with the highest modified roll decides whether the evasion attempt succeeded.

CASES:
Only enchanters who occupy a
Power may attempt to cast an
enchantment.
|19.l|

In addition, certain enchantments require that a person occupy a specific Place of


Power, or have possession of a magk item.

CASES:
|I9.2)
[18.11 Pieces which succestulry evade
while moving may ignore the presence
of enemy pieces in the hex in which
the evasion took place.

Pieces which successfully evade


enemy pieces entering their hex may
not be overrun or otherwise attacked
by those pieces.
Other pieces which enter the hot and are
not evaded may still overrun or attack the
persons. Note that when one piece in a he* is
(18 2)

with enemy pieces, all pieces are in


contact. Therefore, if one slack of enemy
pieces u evaded and another is not, the first
stack may participate in the attack of the
stack which was not evaded. If pieces enter a
in contact

hex containing enemy pieces and successfully


evade, they may ignore the enemy pieces and
continue moving. Note that pieces in an undestroyed fortress may not evade.

hero is present in a hex, the


options of persons in that hex are increased.

Only one enchantment

may be

cast by any one enchanter during each

Enchantment Segment.
|I9.31 Persons who attempt to cast an
enchantment during an Enchantment
Segment may do nothing else for the

remainder of the Game-Turn.


Such persons may not accept challenge
combat (though no penalty is suffered for
this refusal). move, conduct artifact searches,
react to enemy movement, or take any other
action except to defend themselves if attacked. They may provide Command Control
and, once attacked, may choose to adopt the
role of attacker if the original attacker declines to continue a combat he originated.
(19. 4|

EnchantmentSummary

|19.S|

(MSp
14)
Places ol PowerSummary
(seepage 16)

hero functions as

if

his

Combat

was the strength of an army (e.g.. a


Combat Strength of 3 is equal to 3 army
CSP's). Consequently, so long as a hero occupies a hex, the persons in the hex are considered to be accompanied by friendly army/escort CSP's. If the hero leaves the hex
or is eliminated, the persons will be killed if
enemy army/escott CSP's enter the hex (unless they evade). Note that heroes may attempt to evade, just like any other person.

[19.0]

Enchantment

GENERAL RULE;

[20.0]

Magic Items

may be made by the casting person.

particular person
at a time.

may

only use one


Wizard's Staffs in-

Gwydion's Staff, Gerflax' Wand,


Mate's Rod. and The Staff of Dunattt.
4. A petson may only use two magic items
clude:

per Phase or Segment.


person may not benefit from mote than two items bomc on his
person during a Phase (although he may benefit from additional items borne by some-

one else).
[20.3) Artifacts

game as a

may only enter the

an artifact seerch.
deployed on the map at
the beginning of the game will never be used
until discovered. Discovery may be accomplished whenever one or more active persons
The 10

result of
artifacts

in w hich the item is deployed


during their Movement Phase. The procedure
for discovering artifacts is listed below:

occupy the hex

The active player announces that he is


searching the hex and which persons aie participating in the search. He also announces
how many MP's (minimum of 4; maximum
of 8) all persons in the hex will expend on the
search.

ing piece. Possessions are those 11 items


numbered 13 through 23 which are portrayed
on the back of the playing piece of the individual who povsesses them at the beginning of
the game.

3. The span of numbers on the Discovery


Table (see mapsheet) within which this total
falls is found and two dice are rolled.

The number of MP\ (above (he minimum


of A) expended on (he search is added to the
roll, and the total is indexed with the column
found in Step 3. The result obtained will be
no effect, a curse, or the number of an arti-

4.

fact (see 20.6)

which

is

discovered. If a result

obtained which cannot be met (for examitem 01 is discovered, but has already
been carried off), it is treated as no effect.
Regardless of the result, any number of
searches can be conducted in the same hex,
newand/or by the same pieces in a Phase.
ly discovered ilcm must immediately be assigned to one person participating in the
search, or it may be left in the hex and treated
as if it were undiscovered.
is

ple,

CASES:
Persons, ships, and armies may
carry magic Items, or they may be
stored In friendly fortresses.
Possession of a magic item is indicated
by placing it beneath the person, ship, or armies that arc carrying it. The item may be
transferred between friendly pieces during
movement or reaction or at the beginning of
a combat Round during which the bearer and
the piece to which it is being transferred occupy the same hex. Anytime a magic item is
not carried by a piece or docs not occupy a
fortress, it may be picked up during move-

ment or reaction by any active piece entering

ThcpUyerthenroUsthcdice.lftherollis
less than or equal to the Current Magic
Strength, the enchantment is successful and
takes immediate effect. Otherwise it fails,
and no new attempt to cast an enchantment

Wizard's Staff

2. TheCurrcni Magic Strength of all persons


involved in the search is added to the number
of escort (not army) CSP's attached to those
persons.

PROCEDURE:

2.

3.

There are three types of magic items in


the game: artifacts, heirlooms and possessions. Aiifacts are those 10 items numbered
between 01 and 10 which are deployed in
Places of Power at the beginning of the game
and may be discovered and acquired by persons. Heirlooms are those two items (11 and
12) belonging to Curwyllan and Ulster which
may be used by any person whose playing
piece is the same color as the heirloom's play-

[.ill]

1. The player controlling the casting enchanter determines that person's Current
Magic Strength.

2.
particular person may only use one
magic weapon at a time. Magic weapons include: The Red Cleaver, Lyme's Hammer,
Trollbane, Hand of Torbay, Ogme's Axe,
and The Sword Requiter.

GENERAL RULE:

An enchantment isa potent form of maby enchanters. During the Enchantment Scgcmcnt. both players secretly
plot enchantments as described in Part B of
the sequence of play. Players then reveal
what enchantments they have plotted, determine the effects of these enchantments, and
place an Enchantment marker on each person who attempted to cast an enchantment.
Most enchantments take immediate effect,
and remain in effect for the remainder of the
Game-Turn. The specifics of each enchantment arc given in 19.4.
gic used only

characteristics.

1.

II8.3| If

Strength

only be used by persons possessing Ratings


of 1 or higher in every one of the affected

Place of

ihchex.

Only eligible persons may use


magic items.
Any person may carry a magk item, but
tliere are a number of restrictions on when an

(20.2)

item may be used:

An

item which increases one or more of a


person's characteristics (Magic Strength.
Combat Strength. Command Rating) may
1.

Undiscovered magic items may


be freely examined by both players.
(20.4]

Magk: items may be captured or


destroyed in melee or battle.
Whenever a person Is killed in melee,
battle, duel arcane, or trial by combat, any
magic items in that person's possession suffer
one of three fates: (1) they may be picked up
by a friendly person or army CSP; (2) they
may be captured by an enemy person or army
(20.5)

CSP;

who

(3) they may be destroyed. The player


controlled (he dead person tolls two
Is a 2 or 3, the item is brok-

dice. If the result

en or blasted and permanently removed from


play. If the result is 4. 5. 6, 7, or 8. the item is
captured by a person (or army CSP) of the

ALttlOS: LAHDOF FAERIE RULES.

EaoeaHon: if a pertrial by combai.


any items possessed are destroyed on a dice
original owner's choice.

son dies in a duel arcane or

roll of 2-9. On a dice roll of 10, 1 1. or 12. they


are captured by ihe enemy person who was
the victor in the mctcc (if he is still alive). If
that person is also dead, the magic item it automaiically recovered by the player whose
person controlled It prior to the melee.

Magic Item Summary

(20.6)

Scenarios and
Victory Conditions

GENERAL RULE.
There ate two scenarios in Albion: "Al(22.0). and "Faerie Twilight"

bion Alone"
(23.0).

It

is

recommended

PACE 17
(7.81

Albion Alone

The invasion of Albion during the secfortnight in Beltane caught the lords ol
Faerie totally unprepared and very nearly
succeeded in destroying the might of the
Elves during the first six weeks of the war.

ond

"Albion Alone" portrays this desperate lime


in a shott game format designed to allow

game without

playing

they play the game.

The scenario descriptions and the


Game-Turn Record Track list when each scenario begins and ends, special rules applying
to the scenarios, and the victory conditions
for each s

CASES:

Corin

Dorwen
Edric
Elidor

Con nan

CLANCUMROCK

Tha scenario begins on GameTurn I and laats for thrao Game-Turns

Callaeh

(22.1)

Game

tha and Of

until

Turn

-.

Grc'jjiin

player may not roll for


the entry of Auberons Expedition during thia scenario.
(22.21 The- Faerie

Magog

This rule simulates the early mobilization of


es may

Fomonan

Fomorian piecbe moved exactly as during a normal


forces. All

except that the Movement


Allowances of all Fomorian pieces are Iripled. No Fomorian piece may enter any hex
of Gwynedd. Albion, Curwyllan. Ulster, or

The weather

Leinstei.

movement

for

Pieces
match during a pre-game n
is

clear.

this

may

pre-game
not

force

Bargucsi

Gasrloch
lmric

Rurtk

CLANOCHIL
Bog.-m

Glastyn

when they had nothing to do with

scenarios:

(22.4)

Leinster.

VP per enemy ship CSP sunk during play'


VP

per

VP

enemy army/escort CSP destroyed

per

enemy

Vp per enemy person killed during play

"The Fomorian player begins the game with


a loial of 121 ship and army/escort CSP's.

The

LEINSTER

CDC
nr

Brigit

CCDC

Otherwise, the Faerie player wins.

Dagda

Opne
NON-ALIGNED

DODCDD

Cait Sith

..

;_._"

Faerie player (including all


of 133 CSP's.

allies)

has a

Twilight

This scenario recreates the entire Third


initial invasion of

Fomorian War, from the

Certain VP awards are made only


during the "Albion Alone scenario.

Albion, until the


an army.

(2I.3|

player receives a 15 VP
bonus (in addition to the normal VP's for destroying fortresses) for destroying Caer Can-

The Fomorian

final retreat

Worm

_ljl:

DODCOD

THE BORDERS

COMMENTARY:

total

The

rcn~

Brian

THEEASTMARCH

of the Fomori-

BranOg

CASES:
n Game-

(21.4) Certain VP awards are made only


during the "Faerie Twilight" scenario:

The Fomorian player

receive*

an award

of 30 VP's for each enemy country (Albion,


Curwyllan.
Gwynedd, Ulster, Leinstcr)
which has losi all of its persons by the end of
the game (including the Caii Sith, in the case
of Albion).

Tha player with the most Victory


Points at the end of the game wins.
However, if both players have accumulated more than 400 Victory Points lin
total), the game Is a draw and both
players lose. The vigor of the old races
has been dissipated, and the Mundanes
take over the Enchanted Isles.
(23.2)

n effect

in;-.::

caooD
r.^c

Dobie

THE WEALD
.

morgan (3034), Blnckdown Delving (1740).


BruBh Tara (M26), and Caer Knockma
( 1922), for a possible bonus of 60 V P 's.

..r

:[_

Ccrflax
Mis ha

[23.0] Faerie

_"l

r^C

Callaeh 'sWafi

fortress destroyed during

play
5

onoon
n.
DC3L

Aixiiii

Angus

The Fomorian player wins if he


accumulates at least three times the
Victory Points accumulated by the
Faerie player at the end of the

during play*
10

-J.
-.-...

(22.5|

(21.2)

Malekin

Spnw-an
Trumnin

their destruction.

The following VP awarda are


granted to both players In both

JL.

F.rskine

Midinhir

pieces even

ODDD
CQDDD
nr r^nDDDCDD
encun
cnDco

CURWYLLAN

GWYNEDD

UIIUlil-

~r

,r.

CLAN MORAY
The Fomorian player may execute a pre-game Movement Phase prior
to the first Game-Turn of the scenario.
(22. 3|

following the turn In which a Fomorian


piece (any type) enters any hex of
Gwynedd, Albion. Curwyllan. Ulster, or

based on the

__-:l:
c

DCDDCD

Balor

The Faerie player may not cast


enchantments until the Game-Turn

Is

CLAN MAC ENNIS

VP's arc granted for the destruction of


enemy pieces and fortresses. Note thai players receive VP's for the destruction of enemy

Victory

CDGODC

CLAN GOGMA

3.

tion ot Victory Points IVP's).

|2I.I|

rncne
CDC
DDDDDD
DDDD
ocean

CLAN CONNAUGHT

CASES:

Movement Phase,

PROCEDURE:

Aubcion
Colleran

an entire campaign

that players play

gamc."Albion Alone" before attempting "Faerie Twilight." It is also recommended thai the playeis use only those magic
items, enchantments, special Place of Power,
and special person attributes which are marked with a star on the summaries the first lime
the short

COMBAT STRENGTH ROSTER

COMMENTARY:

players to master the

(sec rruraheei)

[21.0]

(22.01

Dando
Sean

nr--

:jl:uljl;li

ODD

ULSTER
Citiracin

OCCjCD

coca

Morigu

crjen

ALBIOXtASIiOr lAtHIt
[7.9]

PERSONS SUMMARY

Certain special rules apply to various Person*


in ihe gam*. Each eniry below gives the Person's name and, sometimes, ink. ihc years of
heir birth and dnh (according to the old
reckoning) and an alpha -numeric code Tor purposes of reference. The letters in each Person '*
identity

code indicate rate Is:

m: Mundane;

t:

Elf; g:

move

Gnome;

and a: Suand Su-

Troll; a: Ancient;

pernatural). Ancient*

ft

ES.

PAGE 13

Cluracan ihe Hold. Hero of Ulster


(2387-26*0) If Cluracan meelsConnan in challenge combat, the Combat Ratio is adjufted
one column in Connan's favor.
12-

like Elves,

Morigu the Enchantnu.Prlncni of Cliter


(2399-28281 Morigu becomes Queen (Ircat as
Khie) if Finvarra is killed. If Cluracan fa killed,
any challenge combat In which she fights a
Troll has ihe Combat Ratio shifted 2 columns
in her favor
73.

pernatural*

LEADERS AND HEROESOFMUNSTER

II

W. Ancaa the Black. King of Gwynrdd

move in special ways described in


O.Per.uns are Ikied acurding to the King,
dom of player to whom they owe allegiance
I

F ft

OF RS

01. Auberoa the Short.

King

in

Albion

(2032-2680) AubenmrwainsihegameofT-map
with Auberon's Expedition, which hat sailed in
search ofiotunheim.

03. WUdEdrk. Prince of Albion


(2633-2841) Auberon's youngest son becomes
Marshal Immediately if hU elder brother (Eli-

(skilled.

. Midinhir the Protector


(2143-2853) ir Aiwan is killed, Midinhir becomes King of Gwyncdd.
. Brammm the Fair, Princess of Gwynedd
(2178-2868)

02. Call/ran Ihe Brave. Manhal uf ihe Fan


12106-2680) Cnlleran may never enter any
kingdom euepi Albiou, The Eastrrurch and
The Weald unless accompanied by a Friendly
Marshal or King.

Gwy-

(2086-2680) Midinhir becomes King of

nedd if Arwan

AND HEROES OF ALBION

If

both of her brothers arc dead

(Arwan and Midinhir). Branwcn becomes


Queen (treai as Kingfof Gwynedd.

LEADERS AND HEROES OF CURWYU.AN


fli7.

FrtUnr Derpdelver. King of the Gnome*

(2615-2723) EnkinecarriesZ.j-me'sHffmmfrat
Ihc start of Ihe game. If he ts kilkd. Spriggan

dor) becomes King. If both Ehdor and Auberon arc dead. Edric becomes King.

becomes King of Curwyilan.


gW. Tmmpin, Matter of'Bodmin Delving
(2638-2680) If both Enkinc and Spriggan are
killed, Trumpin becomes King of Curwy linn.

04. Elidor, Crown Prince ofAlbion


(2598-2680) Auberon's eldest son becomes
King if Aubcron is killed (immediately gaining

g. Spriggan, Matter of Thorstan Hall


(2633-2680) Spriggan becomes King of CurwyllanifErskine is killed.

the power to command all friendly forces).

06. Ooncen TruUtlaywr. King's Champion


(2335-2680) Dorwen bears Ihe blade Requlter.
and can never part with il unless he is killed In
addition. Dorwen'* repuiatiun among the Fomorians is so fell thai he receives a shif! of one
column in hit favor whenever he partiripmes in
challenge combat.
08. Carlo ThaShaper*
(7-2680) Auberon's Court Magician is accompanying Auberon's expedition at Ihc slan of
the game, [f Corin is killed, his piece rs not removed from play. Imicad. ii is replaced with
the Caii Siih. ihc great Demoncai thai Corin
bound lo hii service and which is sworn to
avenge his death. The Cail &ih is controlled by
the Faerie player.

LEADERSANDHEROESOFLEINSTEH

920. Black Malekin.

The Mage

(2628-2680) Malekin

is

He

carries

The

Ersklne's Court

Hand of Torbay

ai

Mage.

the begin-

Leinsier if Dagda

is

with Auberon's Expedition. Osune tarries Og.


me* Axe (the Great Axe of Lciniter) ai the
start of the game Leinster is activated (if still
Inaci ive)

when Ogmc enters

the

game.

the game.

11.

Bogan becomes

if Claiiyn is

killed.

GuutynBearkitler, Warchief of Ochil


(2620-2680) If Glastyn diet. Bogan becomes
Waichiefftreat as King) of Ochil.
X22.

II Fhwarra
comes Queen of Ulster

11M2-2R2II)

killed,

Morigu beKing)

of the game.

He

m32 Brian Mac Irer, King of the Borden


(2643-2630) If Brian is killed, all troops of The
Borders are destroyed and removed from play
at the end of the current Game-Turn.
m33. Cormac Swectongue, King of The Weald
(M34-26B0) Cormac may not leave The Weald,
Albion, and Curwyllan unless stacked with Imnc. If Cormac is killed. Dando becomes King
of The Weald.
34. Sean the Hhymer,

Cormac 'sMage

(7-2I681 Due to his opposition to the war. Scan


may never lease The Weald except to telcpon
into a Place of Power. He may freely move bei ween Places of Power, but may enter no other

hexci outside of

The Weald. Sean possesses

Herla\Ring.

m35. Dando Redound.


Champion of The
12653-2680)

If

Cormac

H eald
is

killed.

Dando

be-

Connan, the Avenger of Connaught

m37. Bran Og, Hero of The Easlmarch


(2650-2680) If Bran Og is present .n a slack, no
other person In that stack may be involved In a
trial by combat except BranOg.

m38. Doble the Server, Atn%elx Mage


12631-2680) Dobie possesses The Scrying titer

challenge combat, the

39. Dunuittihe White, Sorcererofthe

Connan and Cluracan met in


Combat Ratio is shilted
one column in Connan 's favor.

combai.
(26.

Warchiefof Clan Gogma


(2642-2681 ) If Magog w ounds an opponent in
trial by combat, his opponent automatically
dies ai the end of the trial by combai as a result
of the venom on Magog's blade.
t28.

his birth fore-

Grogan would die at the hands of a


(a disgrace in the Fomorian culture),

told thai

Grogan

may

challenge

combai

not

initiate

or

accept

any

for fear that he will face the


prophecy. If he tefuscs a

relevant

dice

roll

If Iraric meets Aubcron in challenge combat, the winner's player adds 3 to the
succeeding combat resolution dice rolls in that

(2628-2680)

40. Gerflaxlloefuy, Matter of Fir Darrlg

(?-2680l Gerftax possesses Gerfutx Wand.


41. Misha the Wite, Old ManoJ the Braes
(7-2680) Misha possesses A/isAa V/torf.

The

Worm ofMalta Stout

(7-2680) The Teeth of the Dragon ate possessed by (but cannot be used by) the Worm. The
Worm moves as a Ship in hexes containing sea,
and asaTroll in land hexes.

The Call Slth, Demoncat ofthe .forth


known as Big Ean. The Call Slth
appears immediaiHy upon the death of Conn.
It can fly (expending 1 MP to enter any hex on
the map). Il ignores hcxs.de terrain.
43.

(??) Also

Grngan Blaciheatt,
Warchief of Clan Cumroek

woman

Watch

(7-2853) f>irmli*pcjsscse*7^5rrtffo/0umr'ir.

42.

Magog the Cruel.

t27. Imric Troll-Lord. Speaker of ihc CUwt*

(treat as a

carriei Troltbane at the start

LEADERS AND HEROES OF MUNDANIA

(2634-2680) ir

123.

challenge combat, the


modifications appls.

Flnwrra, King of Ulster

Old (attach. The Hag of Strathclyde*


(2593-2680) If Callach is killed, her piece is
nipped over to reveal Callach's Waff.

instead.

in Bogan's favor.

Warchicf (King) of Ochil

nemesis of the

LEADERS AND HEROES OFULSTER

mSl

one column

Bogan Hedcap of OcnH

(2625-3660) Sincea prophecy at


10. Briglt Shleldmaiden. Princess of Lemtter
(2414-2740) If bath Dagda and Angus Mac Oit
are killed, Brigit becomes Quern fircar as a
King). Brlgii bears Brlgit'% Cloak at the start of

XX Barguest the Dwarf. Imric 'sMoge


(2606-26801 Bareucsi bears the Moray Crystal
at the beginning of ihe game.

(2622-2680) If Began and Elidot meet in


challenge combat, the Combat Ratio U shifted

121.

killed.

Ogme Irnnfist, Champion of Leinsier


(2394-2660) Ogmc begins the game off-map
08.

in his favor.

m36. Mad.-tinsel ofEastmanh


(2638-2680) If both Ainsd and Magog are present in a hex, Magog's Ratings musi be used to
modify any dice rolb, not Ainsei's. IT other
Kings arc present, their Ratings may be used

lo command any Friendly troops.

AngutMacOf, The Curse of Monster


Mac Og becomes King of

i29. Kuril Elfbane. Captain of the Guard


(2634-2680) Whenever Rurik is present at a
battle, ihe Combai Rat lo Is shifted one column

HEROES AND LEADERS OF


THE FO MORIAN ALLIANCE

WarcMrfofClan MacFnnis
(2638-2680) Modify the dice roll by 2 in Baler's
favor whenever he participates in trial by

(2396-2740) Angus

Marshal ofMoray

(2636-2680) Gairiodi becomes Warchicf of


Moray (treat as King) if Imric dies.

comes King of The Weald.

t24. Balor One-Eye.

01.

t28. Galrloch the Swimmer.

ning of the game.

07.

Dagda SHrerhalr. King of leinUer


(1*06-2680) If Dagda is killed. Angus Mac Og
becomes King of Ldnstcr and gains the ability

is killed, Gairiodi becomes


Warchtef (treat as King) or Moray.

battle. If Imric

44. Callach's Waff*


(2680-71 This ghost appears immediately when
Callach is killed and is controlled by (he Fomorian player ai that time. At the beginning of
each succeeding Enchanimeni Segment (before
enchantments arc plotted), the Fomorian player rolls a die. If the result it odd, Callach's
Waff is controlled for the enilre Game-Turn by
the Fomonan player. If even, by Ihe Faerie
player. Like the Calt Sith.Callach can fly.

ALBIOS:LASDOl EAEHIE RULES, PAGE 14

(19.4)

ENCHANTMENT

The effect* of thr* enchantment have precedence over thr effects of enchantments OS. 06
and 07.

SUMMARY
The

following 13 enchantment*

may be

in catting, under the heading Effect* how rhc


enchammeni operate, and under ihe heading
Note* anything special about the enchammem.
01.

Shaitthr Earth*

Requirements: Caster must pos*c*t Dana't


Totque(Magicltcm05).
Effect*: Thecaiter't player deiignareianyow
hex within a range equal to the caster'* Current
Magic Strength 2. That hex suffer* a violent
earthquake. All fan reus and S0* of ihc atmy (no", escort) CSP** In ihe he> (round down)
are immediately destroyed. Both friendly and

enemy pieces arc affected.


02.

Enchantment of EarcaBing

Requirement*: (aster mutt occupy ihe Denby Plinth or Derwent't Watch.


Effect*: The enchantment may only be cast
once per game. Once can. the activation dice
roll for Auberon's Expedition (we 10.0) a reduced by 5 foe the remainder of the game.
Enchantment
Requirements: Caiter muit
03- Scrying

in the Secy*
ing Glass (Magic Item 20).
Effects:
successful Scrying Enchantment
force* the opposing player to wrile down the

intended movement (including artifact watches and anything cite requiring the expenditure
of Movement Point*) of one .tack of the trying player'* choice within a range equal to the
Magic Strength. Once plot ted,

caster's Current

motement mutt be adhered to as closely as


poitibk during he ensuing friendly Movement
Phaw. moving as far at possible along the announced path of movement within the limits of
the pieces' Movement Allowance). Thrt plot is
written after ihc effect! of all enchantment!
have been determined (that Is. alter all dice
roll* hax been made in the Enchantment
Segment).
Note*: The range of thii enchantment i
doubled if it H cast by Dobic the Scryer while
Dobie occupies Fir Chlis (hex 0715). The Scrying Glass can be used only by Dobie Ihe Scryet
at the beginning of the game. Upon Dobie'?
death, the item will Immediately become attuned to the first penon *>iih a Banc Magic
Siren jih of I or higher who potsessn Ihe item.
Thereafter, only that penon may employ Ihe
Item, though other* may carry it. Iftheperton
to hom ihe Item a attuned din. the item will
become attuned to the next penon with a Banc
MagK Strength of I or higher who hat the item
in hisposvnvion. etc.
the

0*.

Enchammeni of the Elememi

Require ment*: Caster must posses Ihe Book


of Gyro (Magic
Erfecu:

The

weather type

Hem 02).

in all

hexn

to the caster's Current

within a range equal


Magic Strength. Re-

what weather prevail* elsewhere on


the map. thii untie type of weather will be in
effect in that area for ihe entire Game-Turn.
tardiest of

Requirement*: May only be ca*t by an enchanter with a Basic Magic Strength of 4 or


higher who occupies a coastal hex.
Effects: Each all-sea hex in the Sea Zone of
which that hex it a pan are immediately subject

to the effect* of *torm* a* described in 6.2


("bad sailers" mutt undergo Attrition and a"
'hips pay an additional Movement Coil to enter

timet
06. Enchantment of Eimtwlwinter

for use in reminding pla>


which stacks mutt undergo Attrition a* a

result ol

06. Enchantment of Storm CaBing

Requirement*: May only be cast by an enchanter with a Ba*tc Magic Strength of 4 or


higher who occupies a miwntainhex.

on ice*.

. Enchantment of Mind Control


Requirement*: The turn of the enchanter's
Cutrcni Magic Strength and Command Rating
must be higher than the sum of the largei's
Current Magic Strength and Command Rating.
Effects Any one target person who doe* not
occupy a friendly fort mi or a Place of Power
may be taken control of by the caster'* player.
For the remainder of the Game-Turn. Ihe piece
(and it* escort, If any, but nor any army or*h)p
with which it may be Hacked) may be maneuvered by the opposing player and may be uted
by that player to perform any game function as
If

hit own piece. However, the piece


not enter an undciiroycd fortress hex (of
type). If stacked with the controlling

were

It

may

Effect*: The weather for the entire Game-Turn


in all hexes except thoseundet an Enchantment

any

of the Elements or an Enchantment of Storm


Calling i* wow. Thii enchantment supercede
Uakeselfeci instead of) enchantment 07

the person

Enchammem of Hainmaking
Requirement*: None.
Effect*: The weather in all hexes on the map
except tho*c under an Enchantment of the Ele-

07.

ments (04)

is rain. If

enchantment 06

successfully, this enchantment

Is

i*

cast

Ignored.

Enchantment of Mental Alloc*


Requirement*: Before the enchantment takes
elfect, the caster of t hit enchant men t mu*t take
one point of damage. Additionally, only enOS

chanter* occupying their home hex may cast


thr) enchantment. The following enchanter*
have "home hexes" (lined in parentheses after

each penon): Mitha the Wise (Ho 2608); Morigu (Hex 1319); Dunam the White (Hex 2034):
Dobie Ihe Scrycr (Hex 3337): Gerflax Hacfay

(Hex 34))); 8arguc*f Ihe Dwarf (Hex 2611):


Cotin the Sniper (Hex 28J81 No other penon*
have a "home hex."
Effects: The caster'* player initiate* a dud arcane bet-ecn the caster and any one enemy

penon

within a range equal to twice the


caster** Current Magic Strength. The duel arcane it rttotved immediately upon the completion of the Enchantment Segment (before proceeding to theAtmiion Segment). It it resolved
in all way* as a normal dud arcane except ihat

opposing pieces need not occupy the tame


hex. the duel may ivixv be declined (even persons noi normaDy permitted to accept a duel
arcane mutt do to ai a mult of this enchantment. Person* with a Basic Magic Strength of
rero have a Basic Magic Strength of I lor purpose* of I hi* enchantment, to which the current
Mana Level r* added normally). Brtt'fsCloet
(MagK Item 13) doe* not allow the wearer to
evade this enchantment
the

09. Enchantment of fortei Creation

Requirement*: Caticr muit have a Basic Ma-

caster *s player determine* the

marken are supplied

en

cast

during the count of the same. Each enchantment, numbered from 01 through 1 J for caw of
plotting. IHu under (tie heading Requirement* any inccial requirement! neceuary to

undergo Attrition during the emuing Attrition


Segment, and 5 is added to the dice roll. Vortex

4 or higher. Thii enchantment


may not be cast at hexes containing undestroygic Strength of

ulfwiiinii
.4 /'friendly and enemy pieces occupying any one target hex within a range equal to
the enchanter'* Current Magic Strength must

Effects:

end of the Game-Turn,


automatically killed. If more than

player*? piece* at the


is

one enchanter attempt' to cast iht* enchantment otr ihe same piece and both are mfaMeful. the enchanter with the highest Basic Magic
Strength gam* control If both have the tame
Bask Magic Strength, roll the dice lo determine who gains control (high roller). If thr enchanter controlling the person Is killed, the en-

chantment

is

immediately broken and

may be

ignored for the remainder of the Game-Turn.


II.

Enchantment of Dispelling

Mark

Requirement*: None.
Effects: All other enchammeni) in one target
hex of the caster's choice are destroyed. The
target hex mutt be within a range equal to the
caster's Cutrrni

for
the

Magic Strength.

It is

possible

an enchantment

map

to affect all ot her heats on


except the one hex in which this enis can (thus Fimbulwinter would

chammeni
cover
I

all

of the

hi* enchant

ment
which

mem

map

except the hex lo which


Any other enchant-

applied).

cast o**r a person occupying a hex in


this

enchant raent cait

immediately

penon under an Enchantment of Mind Control and occupying a hex under an Enchantment of Dispelling Magic
would be unaffected by the Enchantment of
Mind Control even if he left the hex.
negated. Thu*. a

O. Enchammeni ofStrength a
Requirement*: Trie caster and the target mutt
occupy the same hex.
Effect*: The person over whom the enchantment is cast has his Combat Strength Increased
by 2 for the remainder of the Game-Turn. Note
that the number of wounds that a penon can
tuffer before being killed

is

no' affected by this

enchantment.

Enchantment of ihion +
Requirements: Only persons occupying Derg
Donnegal(l8l9), Demon's Watch (2034), Revcnglas* (2825), the Denby Plinth (!838> or ihe
Seat of Moray |2aT6) may cast this enchantment.
Effect*: Ihe cattcr'* player may examine any
and all enemy piece* within a range equal to
twice the caster** Current Magic Strength to
determine their composition. He may nor look
at ihe enemy prayer's Combat Strength Roster,
13.

however.

ALBIOS:LASDOI IAERIE RVLES.PAGE II


<

MAGIC ITEM

[20.6]

and

is

SUMMARY
01.

J tit

Book

ol

An enchanter who powttn ih lost volume of


ansae
02.

lore

ii

The Book

automatically iticcntful in cast-

Gfm

can an Enchantment of ihe Elements I*


it an enchanter

gat dint of whcihet or no( he


(see 19.01

fine*! litvet

(hardened (o (he

strength of ticel) thi* artifact abiorbt one


wound inflicted on (he perton possessing it
each phase or combat Round (including

wounds at a

Any penon with a Banc Mafic Strength of I or


greaicr who potsnsn (hit lome may automatically

Forged from the

of Attrition). In addition,
the bearer b immune to the effect* of ihe Hand
result

ofTorhay(Magkliemll).
VitAfas/frin

09.

The helm of

ihe King'*

Champion

losi in

Bra*\Cxn*

Thii great hoard of gold

upon htcti the Worm

of Mou*a Stour ha. brooded for 2000 year* ba


po(tnt lure lo (he heart* of the Mundane* and
they iU galdly kill, fornwear. tob, desot their
leader*, and commit all manner of foulness for
even a tmall pan of it. Whenever a Faerie-coo.
(rolled per ton possessing Btan't Curse OCCU-

pmi hes containing Mundane piece* at Ihc beginning of an Attrition Segment,

all

Mundane

undergo Attrition. addin(5 to


t he dice roll . Not*: The Faerie player may only
attempt to discover Bran'i Curte when h
piecet occupy hex 3705 in (he absence of the
piecet in the hex

Worm. The Fomorian

player

may never

"dit-

cover" or posses* Bran's Curse unln* he capt

ure*

it

from ihe Faerie player.

The

Champion (abo
double damage in all

batilcaxc of the King'*

Forador) inflicts
by combat (calculate the wound* inflicted
and double I hat number) and cause* nonheroic
persons to be i reaicd at heron,
lott at
trial*

tl. f.jynei

Hammer*

mer is a great war hammer which


1

Maximum

wound* he can

increases the
2 (but not ihe
bearer i* alway*

Strength by

suffer).

The

M. ColiPUj

considered a hero.

1 hi* "range plant only grow* during the second fortnight of Hoorn (Hoorn II) and only in
Wigan * Pen (2629) atop (he barrowt of (he
king*. Any perton possessing Colt Pixy and all
piecet with which he it tiacked arc cloaked in a
glamour and automatically evade all enemy
paten if the player tout tolling the perton to
desirn. Only person* occupying 2629 during

12.

Hoorn II may search for Coll Pixy.


06. /Ja/iui Ii'gio

The *pedally woven cloak allow* (he wearer io


become insitible. The bearer may always automatically evade. The wearer may alwayt decline a melee combai (but not a challenge com-

Ihi> tymbol of the power of the ancient* allowt (he bearer tocast the Shake the Earth P_nchantment. In addiiion.any perton beating the
Torque it treated a> a King with a Command

OS.

The artifact represented herein allow* the bearer lo control Finn'* Rade. a wandering feast of
ghoiily reveler* who mei (heir end when (he ci-

Know* was

attacked by Health

and sacked during Ihe Kimlaying. Any person*


and armir* who occupy hex 2634 at (he beginning of an Attrition Segment mu*t undergo Attrition a* a mult of encountering Finn't Rade
(whose fair maiden* will cnttra( Ihe mortal* lo
tlay themselves and so join the revel. ..forever),
five is

added

10 ihe Attrition dice roll In *uch

Any perton pemetsing thi* magic item it


immune to the cflectt of the revel (at are thow

rate*.

tacked iih him). In addition, all enemy


pieces which begin an Attrition Segmetu tucked wilh the pottetor of Finn't Rade mu*t
undergo Attrition jutt a* if they had encountered the Rade in hex 263d.
07. Gwydlon'iSloff*

T hit *taff of power was *ei iniothekeyttoncof


the broken gain of Dnffeld Knowe (26W) by
Ihe great mage. Gwydion. The staff may only
be uted by a Faerie-cool rolled person with a
Basic Magic Strength of 5 or higher. Other*
may carry but not u>e ii. A beater with the requisite Ba*ic Magic Strength hai hi* Basic Ma-

18. The Moray Cryual*


The bearer can examine all enemy stack* in he
i

hex he occupin and ihe *tx adiacent hexc* at


by expending I

nme during his movement


MP.
Oime-iAxe

19.

The bearer doe* double damage in trial by


combai and modifies all melee dice rolls by 2 in
hislavor. In addition, (he bearer (traditionally.

Champion of Lousier)

i*

alwayt consider-

ed a hero.

The Scrying Clan

20.

This fabulous mirror (a relic of theGhosidancer*) allows the person possnting n to read and
determine the intention* of hit enemies. The

The Stall of Dunaiis

21.

This thick ash staff appear* to be only a bras*shod walking stick. bu( ihe bearer it Messed
with extreme good luck. He and those with
whom he it tiacked ofwxi automatically evade
enemy pieces if they *o desire. In addition, the

combai resolution dice roll in all combats in


which (he bearer participa(n is always modified by 2 in the bearer's favor.
22. The.Sword Requiter*

bat).

The possntor of the "tword of heroes" as it is

M, GerflaxWand

called,

is

evade enemy piece* due (o (he strong


glamours tpringing from thi* wand. In addition, the weather in any hex any bearer of the
wand (no Ratic Magic Sirengrhl occupies or
enters it always (reaicd at clear (it revcm (o us

bat the

normal state once (he wand exit* the hex).


IS.

The Hand ofTorba,

A glove fashioned from


the

the hide of a

Hand may be used by

demon,

ihe bearer to touch

one enemy person In any melee or challenge


combat. The bearer's player announces in advance who he will attempt to touch. Thai per.
*0n' player roll* one die and,

If

(he

mull Isles*

than or equal to the person's Current Combai


Sirength or Current Magic Sirength (whichever it higher), ihe person escapes (he touch of
the Hand unseat hed. Otherwise, ihe perton b
killed. The effects of ihe Hand are accounted
for prior to (he resolution of the combat Itself
and any person killed by (he Hand does not
participate in the combat. The bearer of ihe
Hand does pai(!cipa(c in (he combat- at don
any person who escape* the touch of ihe Hand.

H, He>la\Kmt
Thi* product of Jolunhcim wa* forged by the

on Dorwen'i piece).
curse
laid
(he twotd that ihe *layer of it* bearer
will, by hit act. destroy himself. Therefore, if
Rcquiler
slain
challenge
comthe bearer of
in
reflected

upon

tically

always conttdered a hero. His ComIncreased by 1 (already

mand Raring i* alwayt

who postctm Gcrflax Wand (and any.


one with whom they ate tiacked) may automahigher

fmnlRade

ty Of Driffeid

BrtgUt Cloak

Any perton with a Basic Magic Sirength of 3 or

Raring of 6.

in the hex heoccupin and ihe opposing player must answer truthfully.

bearer can cat) a Scrying Fnchantmcnt for this


purpose a* described In 19.0.

MaTa******

This great axe increate* (he bearer's Maximum


Combat Strength by 1 Ibui not ihe wound* he
can suffer). In addition. TroHbane due* double
damage in any trial by combat against a Troll
(calculate the damage and multiply by 2k
13.

enemy ttack

Ihe

Carried by the King of Curwylbn and sometime*, by the Warder of the Eaii. Lyme'* Hambeater *

\1i\ha1Rod

17.

This small carved nick contain* a powerful enchantment, attuning the bearer to ihe flow of
mana. Five is added lo the dice roll for all artifact searches in which the bearer of (hi* item
panicipam. In addition, (he bearer of the Rod

any

The Red Cleaver

10.

ihe wearer.

the

of Forador increase* the Command Rating


of (he wearer by 2 and (he Maximum Combat
Strength (but not the wound* that can be suffered) by 1. Nonhrrotc pet*on wearing the
helm are treated a* heroes.
fall

03.

Dwarves for the Kobold Wats. Any perton


potsnsing ii may cast an Enchantment of VI*ion automatically (no dice roll is necessary) to
a range triple ihe Current Magic Strength of

Matkoal of Gofannont

0B.

Glamours

enemy piece will alto immediately die.


Any Mundane or Troll person who attempts lo
.

take possession of Requilcr

must

roll his

Cur-

Magic Sitength or tew on two dice. If he


fail* in ihb roll, he din. Troll and Mundane armies may carry I he sword without penally.
rent

23. Teeth of the I/ragon

When

the

Worm

din.

lis

body may be looted

for us fabulous teeth. After the terrain for any

been chosen, ihe bearer may declare


that he is using "the teeth." These are cast on
the ground, and where they fall an army
spring* up. Two dice ate rolled, and ihe
battle hat

number on (be dice b ihe number of army


< si"-- which are added to the bearer's sirength
for purposn of lhat combai. These CSP's may
be removed a* casualtie*. They do noi benefit
from (or suffer from) terrain modi ftca lions to
their strength. At (he end of the bailie in whkti
they are used, the CSP's diiappeat permanently. The teeth may only be used once. The teelh
may nol be u*ed to affect a melee or an overrun. They may never be used by ihe Worm.
Obviously.

ALBIOS: LASDOF FAERIE RULES. PAGE lli


(19.5]
The

PLACESOl- POWER

19 Places

or Power ate

all

wild

When Dobie uses the Scrying Class


w Ink tn (he he*, its Range is doubkd.
Chits.

magk

OB. fir Darrig

Ii is possible 10 telcport between Places


of Power. In addition, each Ptacr or Power has
characteristics which arc unique 10 ii. Each description U numbered (between 01 and 19) for

hexes.

(He* 3433) "The Red Man" or Fir Darrig is a


dark forest haunted by memory of the
Gbostdanccr*. No army CSP's (except for
escorts)

ease of reference.

may

the hex during an Attrition


01.

wound. Gcrflax teats Fir Dartig as hit home


hex and does no' suffer any wound for occupy-

Catr Branding)*

(Hex 1323) This scat of power of the ancients


once housed ibe Royal Library of Ihc King of

ing the he*.

may be searched for ihc Book


Of Clamours ami the Book ofGyres.
Faeriein Erin.

02.

09.

Ii

03. Culltan Braes*

(Hex 260!) These southing springs base wondrous healing properties, and any person who
occupies he* 260? dining a Friendly Recovery
Phase is healed of Wound.

cupy 1023.
10. GIF* Hal
(Hex 26I IJ These rocky cliffs overlooking The
Minchcs have a peculiarly restful quality whkh
promotes healing. Any person occupying this
hex during his Recovery Phase is aul omatkally
healed or I wound. Gila Rest it the home hex
of BargRen the Dwarf.

Drrg Donnrguf
(Hex 1819) This dizzying rock spire is the home
hex of Marig u the Enchantress. The Enchantment of Vision can be casi by persons occupy04.

takes ef reel
Ulster,

If

the enchantment

in all

is

successful,

il

he.e* of Connaugh. Munster.


all other hexes: within

and Ldnuer and

11.

range (see 19 4)
16.

atrocity

Fmnl Rade. a ghostly marriage feast


described in 20.6. Armies and persons occupying the hex during the Attrition Segment will be
forced to undergo Attrition ( + 5 to the dice) as
a result of encountering Finn 3 Rade. The he*
may be searched for the

13.

Finn "s Root artifact or

death, to be kept safe until needed to aid


Faerie,
07.

Rarrngkni

unlimited range.

FhChttt
is

call-

(Hex 2604) These famous hot springs have miraculous healing powers and any person occupying the hex during his Recovery Phase is immediately healed otall wounds.

ed, ii a place of abiding enchantment deep


within the marshes of the The Wash. Dark mathe days of the Ghosidancers lingers
here and no ships or army CSP's (except es-

sk from

may

enter this he*

15.

All persons e*cept

Dobic the Scryer sulTer one wound during any


Attrition Segment in which they occupy Fir

Sunworshippcrs. Ghostdancers. Moon Cultisls, and Blood Drinkers, among others. At a


result of the treat Magicks unleashed there, it
has a strongly magical aura. Armies and esnot enter the hex. All persons

who

occupy the hex during an Attrition Segment


suffer
wound. All enchantments cost Tram
I

ihc hex sue automatically successful (no dice


roll is necessary) In addition, the Current Magic Strength of all persons occupying the hex

is

increased by 3.

The Mama Slant


(Hex 3705) This fortified cavern has long been
occupied by the Worm. The Worm treats Mousa Stour as its home hex. and its Current Magk
Strength and Current Combat Strength are
doubled when it occupies the hex. Faerie persons (unly) occupying the hex in the absence of
the Worm may search Tor Bran V Curse. No ar17.

may

mies
IB.

enter the hex.

The Seal of Moray

(He* 2816) The Seal of Moray is carved atop


the mountain Hightfang. For 500 years the
chiefs of Can Moray have come to the seat to
see visions

and

deliberate

their hearthsteads.

The seat

upon the good of


is

attuned to those

19.

mean's Pen

(He* 2629) These ancient barrows hidden deep


within the marshes cradle the bones of almost
1SO0 years worth ot the royal houses of Faerie.
Persons occupying the hex during ihc second
fortnight of Hoorn may search the hex for Colt
Pixy (which grows only on the barrows of
Kings during this single fonntght of the year).
In addition. IfCallach's Waff. Finn's Rade. or
Cait Sith enters the hex at any lime, they ore
and immediately and permanently
removed from the game. Finally, if Auberon.
Edric or Elidor are involved in a battle in Wi-

I he

gan's Pen. ihey may "call forth the kings." Before he battle, the Fnenc player rolls two dice
and adds the Command Rating of the person
l

who made

the call.

diaiely destroyed

The

resulting lotal

is

the

ime-

by the attacks of the ghostly

minionsof royal Albion.

ALBION: LAND OF FAERIE DESIGN CREDITS

Rules Editing: Gerry Klug

Game Design: David James Ritchie


Physical Systems and Graphics: Redmond A. SimonsGame Development: Nick Karp
Devclopmcnl Assistance: Tho
Deborah C

Blindiesiers:

Jamie Adams, Richard Hammer


Anthony No, Tony Rosario. Bruce
Max Waiasman
Production: Marjorie Gray. Ted Koller, Manfred F. Mslkuhn.
Michael Moore. Bob Ryer. Ken Ste>
Playlters: William Corkun.

Shelley,
Ritchie

No armies may ever

enter this hex.

number of Enemy Army CSP's whkh are

TheDenbyPBnlh

(Hex 2338) This stone spire with its everciimbing stairway winding about its exterior is the

i,

may

corts

laid to rest

M. Bona* Both*

(Hex 3337) "The Merry Dancers." as it

corts)

rites

(Hex 2925) Rising almost sheer from the depths


of the ocean, Ravenglus '* 'he Royal Observatory of Albion. Persons occupying Ravenglau
may can an Enchantment of Vision with

The Staff of Gwydion. which was placed in this


haunted place by Gwydion shortly before his

The Giant's Itance


(Hex 2441) Later known as Stonehengc. this
circle of monolithic stones has been used by
16.

other hexes within range,

visited by the lords of


was once the site of obconducted by the Ghosidancers. Armies may not enter the he*. Persons (and their
escorts) may enter, but any person who begins
an Attrition Segment in the hex suffers 2
wounds. Persons who occupy the hex during
an Enchantment Segment hove their Current
Magic Strength doubled.

these is

hexes in range.

scene

Heath

(Hex 3151) Seldom

Kinslaying. the Know-c houses the ghosts ol'


10.000 Elves slain in a surprise attack. Among

Enchantment of Vision lakes effect in all of Albion. The Weald. Curwyllan and all other

Faerie, this great heath

12. Paris

of the

theShoper. In addition, persons


occupying the hex may cast an Enchantment of
Vision or an Enchantment of Farcalling. The

of the Moray bloodline. Barguesi, Imric. and


Gairloch have their Current Magk Strength increased by 4 when they occupy this hex. In addition, those three persons may cast an Enchantment of Vision while occupying the hex
and the enchantment will take effect in all of
Monty. Ochil Strathclyde. The Borders and all

magical having strong healing properlies. Persons occupying this hex during their
Recovery Phaseare healed or 2 wounds.
nite!)

The Itrlffeid Knnwe

(Hex 2634) Site or the worst

Kelpie Braes

(Hex 0725) These unique bhic- water springs


are said to be bottomless by some and by others
lo house fierce aquatic demons (the Kelpies).
Whatever the truth of the legend, they arc defi-

OenwinWo/eA*

(He* 2034) This almost inaccessible mountainlop is the home hex of Dunatis the White. Person* occupying this he* may cast an Enchantment of Vision or an Enchantment of Farcalling. An Enchantment ol Vision cast from this
he* takes effect in all hexes of Cwynedd and
Albion and all other he*es within range.
06.

Forador

(He* 1023) Once the greatest city of Con.


naught. Forador was destroyed five times during the Kinslaying and the Yeats of Terror
which followed. Lost In those limes were three
potent magic items: Dana's Torque, The Red
Cleaver, and Nuadas Helm. In addition, the
city is attuned stilt to the auras of EJven royal
blood. The Current Magic Strength of Auberon. Edric. Elidor, Arwan, Branwen. Midinhir.
Morigu, Finvarra. Dagda, Brigit. and Angus
Mac Oa are increased by 3 whenever they oc-

latr Oonmgh

(Hex 2)28) The summer home of the ancient


Kings of Faerie in Albion was twice torched
during the Kinslaying (IJBJ-MM). The crypts
beneath the mouldering pile of the keep may be
searched <oi >hc Meilcoal ofGofannon

ing this hex.

and persons in
Segment suffer one

enter Fir Darrig,

home of Conn

KenSlepyan,

Land of Faerie Counter Section

Albion.

Onnillv ul

SMIMI "1 Ihh idrnlk-al hpc;

t.

1 (200 pieces): Front.


StrB(4 l>ptMn amf. 1.

\r.

Inliil iiuonilft nl

-J-

........

IZS4

Dvt-w
5

4 3 4

13

ft

1 2

SB *g SB
,1.:

'.-.'HI

* *

ft*

,4*

.1

ft

YJS

51

1 5.1

3 i"S\

u-fl

1 1 4

4 3

i
.ill..

SB SB
u

s&
Driw

15!

SB

b
14

3
36

4,1

s.

...

3***

3
3

l.l

KB SB

mJL

HI

14*

in*

i
a

t,

*
<

(i

7*
6

1
1

||:i>|F>|F>

aq

T/1 ?fl ?fl

SH

?H

"fl

ffl ."A

ffi

6 3

ft

.i

II

HM
?H M

Fx| F*| F*| F*|

5J

OS

*n,|

s*

SO

3 lrtfSMfcH>^^My^i

It*
6 4

]l*

-*"

r
'

si

411

fjj fJE|

i|

ii*

,s

li

as

I:"

51
n 3

"m*
:7s

.>

F* F*

'V

d "d

^^K^K^K^^

SB sl

"
h.i

m
Bort

11?

Gtiinrai.i

Ctrv

.,

,-.

Dm

Htwl

ill

Iimnir

PllY

:-v

S*

F>J

'"A

[7i7;T,^;i

il

ii

TN

o;

rtuofc'i

Hair

['iii

Hdm

p^pj

Jul
RUINS

Ssfe

.,i..,.-v

s*

,^

Fxj

Fx

ml

us

i,..'.i:ir.

iloli*

F* s

,..

RUIM5

tin

MS

"UINS

a*
RUINS

ir

1^

HUIW5

HUISS

Fv

:
!

jV

':-*<
-

:
!

i...,.-.

I
1

.1

PS

vl

vI T.

;
!

N
-***
'SjL
j

...i

504

44

*3

IHJ

;"^r

;*

:-*

""^

"^

3- 1* IU
RUINS

"=

hu>ss

nuiws

-SU

4t*
.

nuws

ruius

5U
RUIU5

RUIN5

RUINS

3W Ik
RUINS

RUINS

;."*

!?

jH

^*v

P5)l

"ctil

ff^'l

Refll

" tlH

"''"

Rtfil

" efiI

Rcfll

""'"

VlS.

JZ

Roth

"'"'

t&'

JBf

JBf

j'jr

14^*

14

fr

-<

par

:
!

mar

V?
II

;
:

<

b\

?b

\*b

mR

,.l

# #
j

4
.,

.,

(1

J>

fa-

JU,

1 4

in
i

:<i

B &

14
<

F ?I

??;

SS
*#
1

3 6

'**
S

13

:
:

4 3 J

i -,..

<

"*'"/

2 J

..

?/

...

**
<i

5l>

.Id

# B B

....

I'X

;
:

5
'

r-x

IE

H*
1

I2*>|
7n.i

:
:

!*x

F>

3*1

'

x
>

F>l

14^
I

X x

!'x

> > >

f.

M
-1

ft

a
*

411

<

Fx

16

X X

52**4

Irift

Fx

x *
I

X X

!'
rra

10
2 I

'|iRj| :i>vnid (Htj)

1
i

| \i\j inini.i., j,i|ii

n " }>V' ,W

Jo putr/

'uoiu/y

^^i

GAME-TURN TRAC

TERRAIN EFFECTS

[12.6]

MOVEMENT COST
TERRAIN TYPE

Clear Hex

NOTES

Mama

Enemy

may

pieces

be overrun.

2 Hoorn I
Mana Level: 5

Beltane II

BATTLE EFFECT

Level:

4 Arlith I
Mana Level: 5

3 Hoorn II
Mana Level: 5
End

Begin 22.0,

5 Arlith II
Mana Level: 5

7 Gobis II
Mana Level: 6

6 Gobis I
Mana Level: 6

Kithin I

Mana

Level:

Mana

Mot wis I
Mana Level: 5
10

Kithin II
Level: 5

22.0

23.0

23.0

Marsh Hex

Woods Hex

Enemy

Printer's error has transposed the sample hexes

Hex

Forest

Enemy

348P2I

be overrun.

may

pieces

2303

Woods on this Terrain Chart.

of Forest and

Rough Hex

may

pieces

opyfight %J 1981, Simulations Publications,

Inc.,

NY

New. York,

2903

2503

3303

3103

3703

3503

2403

be overrun.

2803

2603

3403

3203

1003

3803

3803

Sea Hex

Delving

persons

artd

who can

:v.Y

King

Intrinsic

Defense Strength of

(see 17.4*

Intrinsic

Defense Strength of

(see 17.4).

Broch

Stockade

Dermo! \ Dyke

""fr

Power

Place of

Defense Strength of

2905

_^_^

may

imA TAFE

2806

may

Ferry Hexside

2+3+

Ford Hexside

\*i[/

1+

3607

uiiiaiHiu mi

ii

ii

II

wwmmmmmmmmm

ii

DICE

Mountain Hexside

yjf

Tunnel Hexside

Pass Hexside

roe

C3

01

01

C2

C2

CI

CI

CI
CI

08

08

08

4-8
9-12

Cacr Oonagh (2128)

Persons who can fly may ignore hexside.


Others may \xo\ cross.

2-3
9-3

MP

cost.
Pieces stacked with elves pay elf
Other pieces treat as Mountain Hexside.

WiganVPen

-f

2#y

DriffeW

SKYE

"N2

2611

CI

oemmvi

Isle

Knowe

TheMousa

2-5
6 -S

(2634)

Enchanted Aspect

Mundane

I II

'1-

ll.

GMA

C5

Stoui -(3705) 2-7

,!

'$

Combat

Numbers under
Movement Cost indicate number of Movement Points that
must be expended to enter hex of that terrain type; some hexsides require the expenditure of additional ( + } Movement

Strength

C4

T*

'

"

'

B^oj^-Maben

0516

0616

0417

iX?;7

OOL1A Y

LAP

^^-

f
4

V-i***^

rVfJ918

0711

^Clt
1

^0818n\

0618

SCALE
IN LEAGUES

0519

2217

it7

241

:aci

331

0419

2319

/oho tJBt

'

1120

:/t

.';-.

".i

3919

19

3419

3819

;mko<

tu

2420

2220

7"

2921

'^>SS

'

3820

3621

3821

IU1

_-

>.

3620

3521

0371
-

'20

121

0121

"DE7

2320

v-.

IV

1520

0620

0420

[M0D

'tm

*<".

0220

38T8

0520

0320

012)0

3618

3418
"

2518

2219

'

am

3918

I;

19

3718

3618

1119

^^aKbriggi

Srfi

\RDOClH

n
0219

3817

P*i|.|<

JW1^

las

3917

3417

2218

0719

34

r^

OF

[13

1018

"am'
3317

*BAN
041 d

its

^ss

16

0518

f(&\%>'y

1217

//~tt\

,-

2|16

Isle,6p CtkrAN

:i914

S^s

:?>i^

1117

1017

- - ++

*~

l.A^

UM^.Kl!.M

Isle of
RSA /
r

1816

7n5

KmUmUiii

24t4

1316

1216

0817

\
.

/ 0917

0717

2514

^314

1^1^

1415

1116

-WAY

/ 1016

1215

0816

i051

/ 0916

0716

0416

1015

'

'
:

artifact. #:

3713

-+

0C;6

0*1?

mW

*313-

UL

MrOT|

12

3712

>>,:

1 rr

IRJA

Persons searching the hex discover the artifact represented by ilie number (sec 20.0 I'oi details). (-): No effect; ilie search reveals nothing, A new search,
requiring additicmai expenditure df Movement Points, mav he
initialed immediately. Note: Dice rolls i| less than 2 are
treated as 2. Dice oils of greater than 12 are treated as!2.

is

011$

381

36T1

~S

02*6

3711

3^1

7 .

031

33M

03 - 03

iVyi>

attrition.

halved <H), doubled (D), tripled (T), or


unchanged in terrain types. P: Prohibited. (-1: No effect;
other terrain in the hex determines Movement Costs and Battle Effects. Note; A hex containing only an Aspect color, but
no terrain .type, is considered clear terrain.

T: Troll. : Elf.

Points. Letters under Battle Effect indicate whether a race's

oita

7C

?2\?,

curse

0217

3810

WVXi

All pieces suffer attrition.

Setto

3610

''4

Made Hex

0218

3910

37 tO

351(3

3410

TK

04

06

8-12
I

(Hie

33"

v..

9 12

Faerie attrition.

0215

'3SCB

3609i

3!

08
OH

3809

3709

(2629)

Crossing borders into inactive enemy


countries causes them to become active.

M: Mundane, G: Gnome.

3509

3309

l-

Mundane Aspect

0117

3808

3606

!%/

^JL

CI

04

& v

3 708

3406

..:
I

"

ii

UST

25*

Ol

C4
C2

2-3

(1323)

MP

3807

3$oe

3*109

cost.
Pieces stacked with elves pay elf
Other pieces treat as Minor River hexside.

Border Hexside

Wild

17 24

9 16

sm

2908L

:/i

Forador(l023)

Cacr Uraiuli

J/

SEARCH POINTS IN HEX

MODIFIED

Pieces stacked with elves pay elf


cost.
Other pieces treat as Minor River hexside.

3907

DISCOVERY TABLE

enter freely.

/#"A
Bridge Hexside

3607

3307

ECULA

MP

sfm
J$I,AND
370

Enchanter

HEX

3806

Swimmer /oxr

+
Treat as sea. Ships

\ ft)USA

it

Negates other terrain for movement purposes.


Pieces stacked wii h elves pay elf MP cost.

Ath\

3406

2907

3506

3006

2707

Flyer

Negates other terrain for movement purposes.

3606

toe

2906

2506

EOF

telcport into/out of hex.

[12.7]

Major River/ Lake

vf

2306

Persons

3405

3206

30Q6

VNN*

Captain/Enchanter

Captain

'/--

vj

Marshal/Enchanter

MP cost.

Pieces slacked with elves pay elf

3905

3506

RofyA&B&Tl

(see 17.4)

3804

3305

JtlN

(see 17.4)

Defense Strength of

Intrinsic

3+ 4+ 2+

Minor River Hexside

Intrinsic

Road

mm

Trail

Faerie

5404

UK/Enchanter

Ki

Marshal

3504

3204

3004

2804

...

3304

3104

2805

51

\f

2904

2704

Only ships, passengers,


swim or fly may enter.

Knowe

*SHANi

10010 7366

SUMMARY OF PERSON SYMBOLS


Mountain Hex

3903

IT Lgg

2221

0421

2"

0122

f^j>'

II
0422

0324

rtf

>3

3124

A.VXV
:,!

7624

->*-

3723

3923

3824

3724

3924

3624

,:
.'

cl

*v.

-&S

1226

mJk*.

3226

\wti

3727

O
34:

3027

2227

1R?7

62-

3^6

3626

>?/

2327

1727

*.**;

^TJ^ARA

JL

0227

2426

2226

1826

^/

SlTH BANFREY

..--.---

3926

3728

726

:.

3S25

382S

3825

372S

1825

BRliGi
NABOIN'J

3824

2fi

'f

/'

3823

34;

v-

3822

3223

2524

1824

3323

2223

J 7?

0724

0325

3622

0524

0424

2923

18231

0623

0423

0125

7
341

K^OCKMA

i523

0523

0224

3922

i^^_

0123

0723

3722

3622

3322

Otf

24;

2222

C222

0124

1722

0322

3827

3827

3627

-^

1328

0428

012

'

1828

"v.

ft

1629

flte^

1629

A^

}^
1030

0830

06:

^'

''

2529

A+>

0(831

1031

0932

0532

1830

"631

cm

^^

3G*>

*s

.#'

ijr

^
CAQ6R

1532

1332

:.:'

M33

0933

161?

1432

J232

1032

MA^m

2W

CASUALTY TABLE

0833

1033

1-6

0/0

0/0

1/0

7-10

0/0

1/0

1/1

0/0

it-is

16-20

l/l

2/2

'.

4/2

1/0

2/1

1/1

2/2

3/2

4/2

3/2

1/1

'

1433

1633

3/3

4/3*

4/3

6/4

21-25

2433

26-30

5/2

6/3

3/2

1/2

31-35

10/5

2633

I6/6

8/4

5/3

5/3

8/3

14/4

6/3

10/4

I8/5 1

a o

26/7 1

30/9 1

36-40

2/3

4/3

8/4

10/4

20/6 1

30/8 1

36/ 101

41-45

2/4

4/4

8/4

12/5

22/6 1

34/9 1

40/ 1

12/5

46/ 1

2/4

5/4

10/5

24/7

38/ 1

2/5

5/4

12/5

61-70

3/5

6/5

14/5

71-80

4/5

8/5

81-90

4/6

5/6

16/6

28/7 1

44/

20/6

32/8 1

52 12

ll

0936

X*

50/16 1

60/I8 1

22/7

38/8 1

60 IV

70/20 1

8/6

18/6

24/7

42/9

68/ 14

10/6

20/6

28/8

48/ 10

76/

1336

1136

0838

2735

4-5

Mi

--rj||R:' V-

[T&\
\fFRTHY.\"SG
->
1737

1537

0837

1338

1138

0938

S'Vi

CAI
1837

103/

1437

1037

2138

1938

293^

n-rni

1438

}02S

0836

.1-

^^

&

3236
f

'\ *

0939

I13SJ

'3:

^ rf

^
393/

335a

3437*

E
//'

2238

2438-'

m>(

s.

im

JK>

12^9

1039

'

'"

1340

1140

L">

'!

"!

C\ AP

me

3837

*3J,
U

Ml

36

)38

33

1040

0941

-^--:
U

1141

1441

2440

1741

3739

jajy

lR*i

2940

3940

*A
/

TOW

3341

1442

3941

3841

UE

^A

3>;2

WiM

cKlU^CfA\T'SD.

2042

3741

3241

(t)DE

DEL\ING

2041

3840

-J? 4 ^

broll;

1042

yt.~iu

T>iOKNSI

.13-;^'

^HE SQTU^XSLANi

^J

3}:.^.

2541

I)

0742

^imS^m

ix/.B-)

164T

3238

>

%h\TH

0&\

2t

I24C

,>

233?"

1&'JS)

133f)

4V

0642

3836

363b

.7.1

0741

3936

3736

SELl

0640

}\c ilie tetter oppiisite

3835

3538

/233B

90/201

0640

each dice roll on Ihc Casualty Table (7.7) to determine the losses inflicted. Dice roll modifications affecting attrition are listed in 8.2. All modifications are
cumulative. Dice rolls of less than 2 have nodfeci; dkc rolls greQtcr than !2rcquirecotumnI*.
l

**

\
12

^"**m. '

''.-i'

1738

(538

0641

9-11

;n3L

3735

3*.

l
i

363S

'-

BLACKDOWN

6-2

ii

3LJ

1636

1436

COLUMN

1936

1736

?53^

1038

0940

2-3

^y/P^4

2635

Cai

To determine the results of a combat, cross reference the column corresponding to the resuit from ihc Combat Results Table with the row corresponding to the force strength. Numbers w the left of the slash indicate army/escort CSP losses, and those to the right represent wounds
and ship steps lost. 1; The entire result to the right oTthc slash must be
applied 10 one piece* if possible.

ATTRITION TABLE

383-1

"3\

80/20

'

3934

~ Jr-- us:

i<vj":

16/6

3833

3633

3734

C"ilL "-J"'

1635

0937

51-60

3933

3733

3334

ii

1435

12:

3a

^1L.

16/5

46-50

**,

'

.Jflfc

10/4

3832

31^3?

W-3fes<*>

26/8 1

8/3

';

-uu

au

ui^..

1035

'**V

r4'

3/3

.-*
,

1535

20/7 1

23/6 1

14/4

8/3

vX|P

-->

2334,

1335

.tlt

J*u

i-

12:

1135

093S

^^C*?^

v>.3

^tii
r=

lAmOUGATl.

OI C6

v-

0835

[8.3]

2832

3932

3732

*m

1833

\m

1134

0834

3331

383

2333

1933

91

>'.

243?

1832

1533

333

1233

0934

3731

Tanr

COMBAT R E8ULT

STRENGTH
OF FORCE

3*<:

3630

Q1

1932

[7.7]

r-

?031

1831

3930

3730

a
0832

3829

34;

IE]

132

*\

1731

231

Coi
0332

3229

1630

3929

\*->

iARR*

15-31

0631

3729

!M

0132

3329

5731

0431

2429

.
023 ?

:*

3828

3628

730

7.f230

3928

1829

1530

*\arjv,

063 r

3728

'

A Jrp5J

0130

0131

'

3428

1929

1729

0430

2428

0229

2fc\

i,v

1428

2328

^<2tt

1728

264-:

3742

3942

.i'Vi.

^T-

30

3442

3842

3842

*!
J

0943

0743

ov;3

1143

0643

1343

(643

1643

1243

1043

1V43

43

YEOW]

1843

3743

2543

Ml

^443

3943

IHEAD

2643

3843

3843

-A
ii

0944

0744
[

144

744

1544

344

2144

2344

apq

27<

ACTIVATION TABLE

10 4]

ii"ii .

44

3T

3744

3^

3944

XXSi

1644

1844

2744

?044

2644

2444

2844

3444

304^^

3844

3644

Activated by the Fomorian Player:


PERSON COUNTRY

DICE
i

The

Worm

of Mousa Stour

6
[16.6]

Diinam

White

the

dice

Gcrflax Hacfav

rF/Ao

AubcronN Expedi tion*


kinednm

of

tle;inh^ic;ul

Kingdom of
Kingdom
I*h

of

t>f (
I

ner

may

11

country. Persons 01

12

enter

live

jiamc only

ifTt

2.

Gw

v 111

Subtract

i;

the dice roll

Subtract

chain
for \;

rC/Bo

(Bo

rll/Ao

0B/B0

oC/V
Do
I)

B/Ao

rli/B
1

AC
o-\

Dr

attacked b>

il

K/B
B/C
\

ll/Co

oA/C
oA/D

I)

oA/Dr

\/Er

/<

oD/C
D/D

C/B

oA/C

Fomorian

A/Dr
o\
:

oA/Er

from the due

il

roll

rD/Ao

C/A
C/Bo
C/Co

oC/C

4-1

3-1

rD/Ao
(
r(

Ao
\o

C/B

rD/Ao

C/Ao
rC/Ao

*/^*

rCVAo

g
R:/Bo

/Ao

I646

OC

oA/P
oA/Er
A/Er

I)

A/Dr

oB/D

Er

946

Bo

IS46

I747

Each

letter

(A through G)

refers to a

column on the

(7.7). Results 10 the left

of the slash

and those

to the right

refer to the attacking force,

refer to the defending force, o;

The

force to which

from the
ties (after removing all losses) and move into any
one of the adjacent hexes which the force could

n an

been
he Faerie player ma> begin to
-a\. trio at on (iame -Turn 4.

lias

roll

IGHT
/

2ivtf>

2246

:-'CMC

2446

2646

oA/Dr

oB/Er

A/Er

Air

oA E

o\ lo

oA

lr

oA/Gr

oA/Fr

oA/Fr

oA/Cir

oA'C.r

,m:

2846

1446

304!

2247

2CW7

2447

2547

TORLhCK
2348

2148

?48

normally enter during a Friendly Movement Phase.


Only unoccupied hexes, or hexes occupied solely by
Friendly units, may be entered. Fomorian forces
may never use this optional retreat; and Faerie
forces mav use it onlv if their commander's Com-

maud

Rating is equal to or greater than the highest


Command Rating of any person in the opposing
Fomorian force, r: The force 10 which the result applies may be required 10 retreat by the opposing
player. Units unable to retreat (because there is no
available hex to enter) are instead immediately
eliminated. Persons unable to retreat are killed. A
combat ratio of less than 1-5 is treated as 1-5; a
combat ratio of greater than 5*1 is treated as 5-1.

An adjusted
justed roll

of less than 2 is treated as 2; an ad*


of greater than 12 is treated as 12.

3945

374S

3545

384S

3645

Du

3946

3346

2946

2147

047

1847

1647
(

2746

3345

,>*#,

oA/B

P/F

7346

2945

oA/D

B/Cr

E/E

'045

5-1

C/B

B/Bo [^WBr
oB/B
Bo

2745

254!

hi
/

2*>4S

2748

2S46

on
28

3347

3147

2947

3446

3246

3046

'

324

394

3348

3148

2S48

\
3447

***''*

3847

3847

3748

^1648

1848

>3i

048

7646

2441

3248

3046

2846

3443

3648

"~
3

1949

749

2149

2749

2549

3349

3149

2949

3549

Ah.

the result applies has the option to retreat

from the
i>un
veorliasbeenelimin

P/Aa

/A

rE/Ao

rE/Ao

rD/Ao

C/A

2-1

rE/Ao
rD/Ao
oC

rB/Ao

rE/Ao

1846

man-

kl.

Ihny

this

have entered

El

curremh
3.

1.

C/A

Casualty Table

ships, persons, ni armies


ol

if

two

oi.

Sub

hex

011

din

101 act

thecneni]
1.

dice

indicated

to activate the person

count ries thai

rD/Ao
rC/A
0B/A0

oC Bo
B/C

playct must roll equal to 01

number

than the

rD/Ao

rF/Ao
rr*

citvstcr

\o

rE/Ao

rB/A

inwvlhui

ristci

m iute

le\s

vavuc<1iI

rF/Ao
rt

1-2

1-3
1 3

1-4

1-5

rG/Ao

Misha the Wise

1645

ratio of attacked strength to oefender strength

DICE

2345

COMBAT RESULTS TABLE

Activated by the Faerie Player:


PERSON COUNTRY

?14&

1945

/
1649

*K-i

2449

%J

.
:

2649

R4*>.

3tl|

-Ut.^

PEtfGfELM'l
1650

2150

4260

:'

!250

I860

3f

'j

3460'

WH

)\

ysr

195)

roll

rfl

v
L

:"'

3949

S-ar putea să vă placă și